There are already very-limited async options in Unity – this seems very useful. I’m curious why ~
I thought async would mostly be default with more options, anyway, as you won’t see a game in the past 10 years that completely freezes when you load scenes. I wonder if there are other hidden gems of options somewhere I’m not seeing ~
Usually docs will give an alternative or an explanation, but this one’s just like “nope” ;D
That’s the really old way to do it, you can’t load levels at all with Application anymore, async or not, additive or not, that’s what’s been deprecated. Now you use the new SceneManager.