Search Issue Tracker
By Design
Votes
4
Found in
5.4.1p1
Issue ID
833860
Regression
No
SceneManager.LoadSceneAsync and Resources.LoadAsync disrupt one another when allowSceneActivation is set to false
STR:
1. Open "main" scene in the project
2. Play the scene
3. Observe the additive scene is not loading and object not instantiating
4. Switch scene and resource load lines with each other:
From:
m_ao = SceneManager.LoadSceneAsync("Stage", LoadSceneMode.Additive);
m_rr = Resources.LoadAsync<GameObject>("Model");
To:
m_rr = Resources.LoadAsync<GameObject>("Model");
m_ao = SceneManager.LoadSceneAsync("Stage", LoadSceneMode.Additive);
5. Observe the scene loading and object instantiating
Reproduced on: 5.3.6f1, 5.3.6p8, 5.4.1p1, 5.4.2f2, 5.5.0b9
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Add comment