Hi,
I’m loading a scene using:
m_level_status[p_load_level].m_handle = Addressables.LoadSceneAsync(l_level_name, LoadSceneMode.Additive, false);
When the scene is ready and want to move to that scene I fade to black my game and call
m_level_status[p_load_level].m_handle.Result.ActivateAsync();
That works fine, however sometimes I don’t want to move to that scene in the end, so I wait for it end loading (but I don’t activate it), and then I call:
Addressables.UnloadSceneAsync(m_level_status[p_level_index].m_handle, UnloadSceneOptions.UnloadAllEmbeddedSceneObjects, true);
or
Addressables.Release(m_level_status[p_level_index].m_handle);
Neither of them seem to free up what it was originally loaded. The editor still displays “is loading” next to the scene name and the memory profiler still shows assets from the level that I tried to unload.
Is not possible to release that, without calling ActivateAsync() first? I want to avoid callng that becase it causes a hiccup on my game, when I want to move to another level is fine because I can mask it in the level transition animation, but I cannot do that when unloading.