When using Addressables.LoadSceneAsync(sceneReference.Path, LoadSceneMode.Single), it unloads resources from the active scene that is being replaced, this is I presume the intended behaviour, however, it ALSO unloads resources used on gameObjects that are set to DontDestroyOnLoad that where loaded in with the active scene.
This breaks projects that don’t explicitly use an empty scene that is set as active scene
It unloads assets from the active scene, even when those gameObjects are to DontDestroyOnLoad
is this a bug or a feature?
This occurs regardless of where the addressables are build on and hosted.
Tested with
Unity Editor 2022.3.36f (2022.3.xxf)
Addressables 1.21.21
ccd management 2.2.2
iOS 17.5
Android 13/14