Hi,
I have a question regarding LoadLevelAsync. When loading a level not asynchronously, the previous scene is destroyed completely before the new scene gets loaded (Unity - Scripting API: Application.LoadLevel). But how does this behave when using LoadLevelAsync?
The new scene is loaded in an own thread. What happens when loading has finished? I encountered some problems, that let me guess that the new scene gets initialized (Awake, OnEnable,… are called) while the previous scene isn’t completely destroyed.