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Question 2 LoadSceneAsync break in some cases (timeline)... bug?

Discussion in 'Scripting' started by laurentlavigne, Mar 17, 2021.

  1. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
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    6,364
    if I do, in a timeline
    asyncDataPipeSo.async = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);

    then before that's done loading i do another

    asyncDataPipeSo2.async = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);

    then the first one loads fine but the second one doesn't

    known bug? limitation? does it work with scripts but not timeline?
     
  2. DavidGeoffroy

    DavidGeoffroy

    Unity Technologies

    Joined:
    Sep 9, 2014
    Posts:
    542
    "In Timeline" is quite vague, and can mean multiple different ways to invoke code.
    (Nevermind this, I found your repro in the other thread)

    But I don't know why it would work differently in any of them, assuming you are using the additive mode in all cases; there's nothing really special about invoking code in Timeline.

    I would file a bug. You can also ask on the runtime asset management forum; it looks like the appropriate place for this.
     
    Last edited: Mar 17, 2021
  3. laurentlavigne

    laurentlavigne

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    which one? one is addressable and one is bundles
    also added to the other thread isolation repro that works 100% on switch and editor when timeline isn't used
     

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  4. DavidGeoffroy

    DavidGeoffroy

    Unity Technologies

    Joined:
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    I'm not saying it doesn't only happen when in Timeline, but at the end of the day we're not going to be the ones fixing the issue, as we have zero control on Load operations.

    My bad, I didn't know that it forwarded to 4 other, very specific forums.

    I guess here, or Editor & General is as good a place as any.

    I'll forward this thread to the asset pipeline devs, see what they think.
     
    laurentlavigne likes this.