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For some reason, this code will load the level instantly on _Enter, instead of waiting until the MainMenu_Enter.
private AsyncOperation load = new AsyncOperation(); void Intro_Enter() { // Preload Level StartCoroutine(PreLoadLevel()); } void Intro_Update() { _introTimer += Time.deltaTime; if (_introTimer > _introLength) _fsm.ChangeState(States.MainMenu); } void MainMenu_Enter() { // Show preloaded level load.allowSceneActivation = true; } IEnumerator PreLoadLevel() { load = SceneManager.LoadSceneAsync("scene", LoadSceneMode.Additive); load.allowSceneActivation = false; yield return null; }
Moving the StartCoroutine out into the Start function will work as expected...
The text was updated successfully, but these errors were encountered:
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For some reason, this code will load the level instantly on _Enter, instead of waiting until the MainMenu_Enter.
Moving the StartCoroutine out into the Start function will work as expected...
The text was updated successfully, but these errors were encountered: