The title describes what’s happening.
my code:
async = SceneManager.LoadSceneAsync(2);
async.allowSceneActivation = false;
I think that my scene “2” is so light, that unity loads it before the async.allowSceneActivation = false;
get read. (i’m using the same async variable to store all my AsyncOperations (Menu → Game → Empty scene))
Someone can help me plz?
I dont think that scene can be loaded that faster than the next line code executes. Add
– OrkhanAlikhanovDebug.Log(async.progress)afterasync = SceneManager.LoadSceneAsync(2);to check the progress. It should print 0.Okay I investigated and I guarantee that the whole method (which SceneManager.LoadSceneAsync is called) will be executed since SceneManager.LoadSceneAsync() waits until next frame.
– OrkhanAlikhanovWhere do you execute it? If I remember correctly, async loading is only working in the build.
– ScaniXis it a "lag behind" behaviour or constantly losing distance?
– hexagonius