Unity Version: 2019.2.17f1
Addressables Version: 1.2.4
addressablesLevelLoad = Addressables.LoadSceneAsync("level_01", LoadSceneMode.Single, false);
// OR
asyncLevelLoad = SceneManager.LoadSceneAsync("level_01", LoadSceneMode.Single);
asyncLevelLoad.allowSceneActivation = false
Either method of scene loading is loading the scene and activating it immediately.
I have InstantiateAsync and assetRef.LoadAssetAsync() being called during this process. Are these calls someone forcing the scene to activate?
jturner221:
Unity Version: 2019.2.17f1
Addressables Version: 1.2.4
addressablesLevelLoad = Addressables.LoadSceneAsync("level_01", LoadSceneMode.Single, false);
// OR
asyncLevelLoad = SceneManager.LoadSceneAsync("level_01", LoadSceneMode.Single);
asyncLevelLoad.allowSceneActivation = false
Either method of scene loading is loading the scene and activating it immediately.
I have InstantiateAsync and assetRef.LoadAssetAsync() being called during this process. Are these calls someone forcing the scene to activate?
I experienced the same problem.
I wanted to load a scene and leave it deactivated until it was needed, but it wasn’t working so I ended up just making the whole scene a prefab and loading that instead as addressable…
I don’t know if this is a problem with scenes in general or just addressable scenes though.
There is a known issue in the underlying Scene implementation. Unity Issue Tracker - [LoadSceneAsync] allowSceneActivation flag is ignored in Awake()
Try putting your code in Start() or Update().
@JohnstableUnity Like mentioned in the issue you linked, this is not working in different Unity versions!
1 Like
until you fix this have the compilo show a red error in the console when it detects scene operation in Awake()