Apparently you cant load a scene after you just load another one into memory.
If you try to load a scene to check it first and load another after that first fails to match the criteria, it will not work.
Addressables.LoadSceneAsync(sceneName, activateOnLoad: false).Completed += OnCompleted;
void OnCompleted(AsyncOperationHandle<SceneInstance> handle)
{
var sceneInstance = handle.Result;
if (sceneInstance Good)
{
// Activate the scene.
sceneInstance.Activate();
}
else
{
Addressables.ReleaseInstance(handle);
Addressables.LoadSceneAsync("DummyScene", LoadSceneMode.Single);
}
}