Hi,
I’m trying to use the LoadSceneAsync Additive but I’m having a big spike in the profiler even loading a empty scene.
I tested the same script in a new project and it works fine. Can anyone help me with this?
Thanks!
Is it still slow in a build? This forum post suggests that this might be an editor-only issue: Using SceneManager.LoadSceneAsync() with LoadSceneMode.Additive will lock up the editor main thread.
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I tested it and the same problem happens in a build.
What is your build target platform? My understanding is WebGL for example also blocks instead of async loads scenes just like in the editor.
I tested in Windows and Nintendo Switch, same problem on both. Unity version is 2019.4.7.