this bug is nice, i like

run this:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LoadSceneAsyncInactive : MonoBehaviour
{
    public SceneReference scene;
    public AsyncDataPipe_SO sceneAsync_DATAPIPE;
    IEnumerator Start()
    {
        yield return new WaitForSeconds(UnityEngine.Random.value);
        var asyncLoad = SceneManager.LoadSceneAsync(scene, LoadSceneMode.Additive);
        asyncLoad.allowSceneActivation = false;
        sceneAsync_DATAPIPE.async = asyncLoad;
    }
}

it’ll work as expected: the scene doesn’t activate
run that however

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LoadSceneAsyncInactive : MonoBehaviour
{
    public SceneReference scene;
    public AsyncDataPipe_SO sceneAsync_DATAPIPE;
    void OnEnable()
    {
        var asyncLoad = SceneManager.LoadSceneAsync(scene, LoadSceneMode.Additive);
        asyncLoad.allowSceneActivation = false;
        sceneAsync_DATAPIPE.async = asyncLoad;
    }
}

and you’ll get a scene that loads pre-activated, because hey eventually, amiright?

so the bug can be worded as : if a scene is loaded async on first frame with additive and allowactivate= false then you get activate anyway

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