Let's say I have a corridor with two doors leading into other scenes. When opening a door, the respective scene behind it should be loaded. I have the scenes on my harddrive already. As soon as the player enters the corridor, I would like to preload the two doors' scenes (and their dependencies of course) to memory, so that when the player actually opens a door, the actual Addressables.LoadSceneAsync is as quick as possible. I tried Addressables.Load<Scene>(myAssetReference), which throws an exception. Just starting the Addressables.LoadSceneAsync with activateOnLoad=false works only for one scene - no way to have two incomplete AsyncOperations lingering at the same time, I think. Any way to do this? Thanks in advance.