I have a group for scenes and if they are “packed together” everything works fine. I changed the setting to “pack separately” and fixed duplicities, now when I want to load a scene (in editor using existing build or on player (Android)), I get some sort of deadlock - no error, just frozen editor forever increasing memory usage (visible in TaskManager).
My setup is one non-addressable scene AppInit included in build, all other scenes are addressables which are being asynchronously loaded in single mode - just a simple usecase. AppInit is loaded, next scene is loaded, but the third scene which is being loaded after few seconds, will go to deadlock.
I don’t remember, I checked git commits and I can’t find anything relevant from that time. Only thing related is to add check that ReleaseInstance is not called on null gameOjbect from a coroutine.