We’re using addressables (1.19.11) in addition to our own pool system.
We use InstantiateAsync, and then right when we get the callback, we do a couple things with the result, mostly get some info, parent it to the pool parent and then disable the object with gameObject.setActive(false) (all in the same frame)
We have started getting inconsistent calls to the “Start” method in monobehaviours. SOME objects will call Start(); Others won’t.
We were building our systems out of the expectation that if you Instantiate and disable in the same frame, only Awake() would be called. We can work with either, but ideally not with “sometimes yes, sometimes no”.
What is the expected behavior of this when using InstantiateAsync? Is this an addressable issue or a more general Unity issue?
Anybody else encountered this? Any help greatly appreciated.
Here is everything we do in the InstantiateAsync callback