My project contains a number of repeatable minigames, each of which have their own scene. All of these scenes are Addressable, and loaded from remote storage.
The issue I’m running into is that I can call Addressables.LoadSceneAsync[ for a given minigame, play it to completion and call Addressables.UnloadSceneAsync[. All of this seems to work well. But when I return to the same minigame, and therefore attempt to reload the same scene (with Addressables.LoadSceneAsync[), I get the following error:
Scene 'ExampleMinigameScene.unity' couldn't be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settings...
UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__26_0(AsyncOperationHandle)
DelegateList`1:Invoke(AsyncOperationHandle) (at Library/PackageCache/com.unity.addressables@1.2.4/Runtime/ResourceManager/Util/DelegateList.cs:69)
UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:OnOperationCompleted(AsyncOperationHandle)
DelegateList`1:Invoke(AsyncOperationHandle) (at Library/PackageCache/com.unity.addressables@1.2.4/Runtime/ResourceManager/Util/DelegateList.cs:69)
UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(IAssetBundleResource, Boolean, Exception)
This would seem to suggest that LoadSceneAsync will only work once for a given scene before the app needs to be restarted. Can anyone confirm similar issues or potential resolutions?
Note: I get the same results in “Packed Play” mode in the editor, or on a device. It also doesn’t scene to matter if I load the scene as single or additive.