SceneManager.LoadSceneAsync loading scene before allowSceneActivation

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?

Derp, Found the problem xD
another random script is using Application.LoadLevel(2); before the async.
Thx everyone :smiley: