Localization impossible with Async SceneLoading

Hello,

It looks like it is impossible to use

AsyncOperation asyncLoading = SceneManager.LoadSceneAsync("MainScene", LoadSceneMode.Additive);
asyncLoading.allowSceneActivation = false;

with the Localization Package.

My first scene has a Locale selection menu which is working fine.

However, when I start to load my main Scene with the above code, the Locale selection doesn’t work anymore, the change does not succeed.

I have found these Threads explaining why this happens (only background worker blocking all the Addressables) :

Is there any way to get around this situation ? I thought this would be a very common use-case.

Best regards

I was not aware of this limitation. Its possible we may be able to do something in the localization package but I would need to look into it. You can file a bug report with the issue and we can see if theres anything we can do although I suspect that we will be limited by what Addressables is capable of.

Was this problems ever resolved? I tried to use the localization system and LoadSceneAsync and came across this problem. I’m still using a 2021 version of unity btw.

I’m not aware of anything changing for this, it would likely be something that needs to be done in addressables.

Wow thanks for the quick reply, didn’t expect that in this old thread.

Btw I saw someone in another thread say that waiting for the addressables to build/load (don’t know the correct term sorry) and then start the loadScenAsync works correctly.

I can confirm that, after some cycling back and forth between my main menu scene (where the loadasync is) and my game scene (No loadAsync here) suddently the localization system will start working correctly again.

That seems to be a kind of work around, but I don’t know if there is some way to know when the addressables have finish building/loading (again don’t if this is the correct term) to then start the LoadAsync.

Just writing that here if someone else comes across this same problem.