Hi everybody,
I know there are many discussions about this feature but i couldn’t find any acceptable answer.
My problem is dealing with the assert
m_ThreadCheck !Thread::EqualsCurrentThreadID(m_ThreadID)
I tried to create a new project just to test this case with a simple code
public class NewBehaviourScript1 : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void OnGUI () {
if (GUI.Button(new Rect(Screen.width / 2 - 40, 90, 160, 25), "test"))
Application.LoadLevelAsync("test");
}
}
I still have the assert.
So I tried an onther piece of code
public class NewBehaviourScript1 : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void OnGUI () {
if (GUI.Button(new Rect(Screen.width / 2 - 40, 90, 160, 25), "test"))
StartCoroutine(LoadMyLevel());
}
IEnumerator LoadMyLevel()
{
AsyncOperation AO = Application.LoadLevelAsync("test");
yield return AO;
}
}
I still have the assert.
However my scene is loaded and I can see It, but I read something that afraid me:
My base scene has just the gameobject MainCamera and this script,
the Scene to load asynchronously has just a Terrain.
So why this assert still appears? Should I ignore it? Something is missing?
Thx for your futur answer guys