Search Issue Tracker
Fixed in 1.2.4
Votes
4
Found in [Package]
0.7.5-preview
Issue ID
1151028
Regression
No
Coroutine does not continue after yield returning loaded Addressable Assets when AsyncOperation.allowSceneActivation is false
How to reproduce:
1. Open the "Boot" Scene in the attached "AddsSceneBug.zip" Project
2. Enter Play Mode
3. Observe the "Main" Scene in the Hierarchy
Expected Behavior: After loading Addressable Assets the "Main" Scene is Activated
Actual Behavior: The "Main" Scene is never Activated
Reproducible with(Unity Versions): 2018.4.0f1, 2019.1.1f1, 2019.2.0a14, 2019.3.0a2
Reproducible with(Package Versions): 0.7.5-preview
Note: According to the Console - the Addressables are loaded, however, the Coroutine does not proceed to set allowSceneActivation to true.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [VFX] Custom HLSL with 'int' parameter, without the 'in/out/inout' access modifier is not supported
- [Windows] Lens Flare doesn't work in the Lens Flare Showroom URP Sample Scene
- Crash on ujob_execute_job while using OverlapBoxCommand when collisions are more than maxHits
- The validity of the multiple handles can behave differently based on the load/release operations order, when multiple Addressables.LoadAssetAsync and Addressables.Release are used to load and release the same Addressable Asset
- Dynamic text is rendered in the background when it is inside the <font> tag
Resolution Note (fix version 1.2.4):
Main scene is activated correctly.