allowSceneActivation is false without setting it

I was updating my scene loading code and after testing, for some reason unity just froze.
I simply commented out my new code temporarily and I still had the problem.
I figured out that for some reason when I do a yield return SceneManager.LoadSceneAsync("LoadingScreen"); allowSceneActivation will be false for some reason. It wasn’t like this before… I could just write the code mentioned and it would pause my coroutine until the scene loads. I haven’t updated unity or done anything that would do this so for me it’s unclear what just happened. Now with this set to false I can’t make my code wait out until the scene loads (I need it because it can’t find my texts without loading the loading scene) even something like while(!TheAsyncOperationsName.isDone) {} freeze unity
My code (with comments edited out 'cause of noobish code):

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class LoadingScene : MonoBehaviour {
    public static LoadingScene loadingScene;
    private Text LoadText;
    private Text SpaceText;
    void Awake()
    {
        if (loadingScene == null)
        {
            DontDestroyOnLoad(gameObject);
            loadingScene = this;
        }
        else if (loadingScene != this) { Destroy(gameObject); }
    }
    void Start() {

    }

    // Update is called once per frame
    void Update() {

    }
    public void LoadScene(int scene)
    {
        StartCoroutine(AsynchronousLoad(scene));
    }
    IEnumerator AsynchronousLoad(int scene)
    {
        yield return null;
        yield return SceneManager.LoadSceneAsync("LoadingScreen");
        AsyncOperation ao = SceneManager.LoadSceneAsync(scene);
        ao.allowSceneActivation = false;

        while (!ao.isDone)
        {
            float progress = Mathf.Clamp01(ao.progress / 0.9f);
            LoadText = GameObject.FindWithTag("LoadTXT").GetComponent<Text>() as Text;
            LoadText.text = ("Töltés: " + Mathf.Round(progress * 100) + "%");

            if (ao.progress == 0.9f)
            {
                SpaceText = GameObject.FindWithTag("SpaceTXT").GetComponent<Text>() as Text;
                SpaceText.text = ("Nyomd meg a space-t vagy éríntsd meg a képernyőt a folytatáshoz!");
                if (Input.GetKeyDown(KeyCode.Space) || Input.touches.Length != 0)
                {
                    ao.allowSceneActivation = true;
                }
            }
         
        }
        yield return null;
    }
}

ps.: I’m on Unity 5.5 also, some text are in hungarian because the game I’m making is hungarian

Nvm I put the last yield return null; in the wrong place…