So I am a doin’ this:
currentLevelAssetBundle = AssetBundle.CreateFromFile(path);
if (currentLevelAssetBundle != null && Application.CanStreamedLevelBeLoaded(level))
{
Application.LoadLevel(level);
}
in order to load a StreamingAssetBundle scene. The scene loads just fine no issues. But ANY LoadLevel calls after that cause it crash. PLEASE HELP. I can’t seem to figure this out.
I am on 4.6.1, also did this in 4.6.
This is where the crash breakpoint goes in Xcode:
0x471178: bl 0x5b81c0 ; AwakeFromLoadQueue::Add(Object&, TypeTree*, bool, AwakeFromLoadMode) at AwakeFromLoadQueue.cpp:83
0x47117c: b 0x471190 ; Unity::GameObject::ActivateAwakeRecursivelyInternal(Unity:
eactivateOperation, AwakeFromLoadQueue&) + 428 [inlined] std::vector<std::pair<int, ImmediatePtrUnity::Component >, stl_allocator<std::pair<int, ImmediatePtrUnity::Component >, (MemLabelIdentifier)39, 16> >::size() const at GameObject.cpp:214
Unity::GameObject::ActivateAwakeRecursivelyInternal(Unity:
eactivateOperation, AwakeFromLoadQueue&) + 428 at GameObject.cpp:214
It looks to me like it is some deep level system stuff… It does not crash in the editor.