Fading between 2 additively loaded scenes..

What I want to do is simple, I want to load a scene using

SceneManager.LoadScene( index);

after calling that function I have Gameobjects from old scene and from new scene. Fading is simple, I just tween sprites colors In/Out, and retrieving objects of 1 scene is simple too. (Scene.GetRootGameObjects)

HOWEVER,

the problem is getting 2 instances to the 2 scene’s Scene objects. Seems I can access only 1 at a time using SceneManager.GetActiveScene(),

but I need to access both istances at same time (also when fading ended I will just remove the faded out scene, and I can do that only by using the “Scene” object instance).

Suggestions on how to proceed? showing the content of both levels at same time fading is a requirement of the application so I cannot change it (working for third parties)

I’ve not played with the new scenemanager so this is just spitballing, but can you not get the activescene index before calling “loadscene” to have the old scene index. Then get the activescene after calling the load to have the new scene index? (I’m assuming loadscene makes the new scene the active one)

GetSceneAt is just saying out of range.

Now I have solved using GetSceneByName, but again, seems I cannot show the 2 canvases at same time, both are in screen space Camera.

Note that I have a script that perform the fade as a coroutine, but once I do the SceneManager.Load, seems all old objects of the scene are lost (not showed in hiearchy) even if the fade it self is slowed down to last several seconds

oh, are you using the “additive” mode?
http://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.html

Yes, probably some issue with camera and canvas settings?