Search Unity

LoadSceneAsync only works in release build

Discussion in 'Project Tiny' started by Boseend, Sep 9, 2019.

?

Have you encountered this aswell?

  1. Yes

    100.0%
  2. No

    0 vote(s)
    0.0%
  1. Boseend

    Boseend

    Joined:
    Sep 26, 2018
    Posts:
    7
    When using the LoadSceneAsync function in my project it will return the error shown below whenever I build it as debug version, whenever I build to release it works totally fine.

    I am using Unity 2019.2.1f1, Tiny 0.15.3 (I cant get 0.16 to work :^))

    SceneSwitch.PNG
    ErrorLog.PNG

    In my code I get all objects that are currently spawned, expect for the camera, active scene and the canvas, which then get destroyed before I call to load the new scene. The scene to spawn is gotten as SceneReference which I saved as an IBufferElementData stored in configurations.

    Does anyone else seem to have this problem aswell? Can I still use this function since I will build it to release at the end anyway? Or is there a work around?
     
    Last edited: Sep 9, 2019
  2. Boseend

    Boseend

    Joined:
    Sep 26, 2018
    Posts:
    7
    I am trying to reproduce in Tiny 16