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Awaiting stops working in Editor after loading scene #13
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Same here. UnityAsync fails heavily after loading a scene. Removing the IF makes it work fine. |
Same! Resolved by commenting out the conditional |
+1, I wonder what the reason is behind that line. |
Pinging @muckSponge, just because some information would be useful. I am willing to put in a pull request to fix this but it would be good to understand why this code and the comment exists in the first place. |
Yeah go ahead with the pull request. If DontDestroyOnLoad works in the editor, that condition can be removed. I probably just didn't do thorough enough testing when I approved it. |
Actually, decided to fix this myself in cfd37ae. |
I believe this is because of the commit here:
e01e2dc#diff-86c1eb8e1ae625825c97d335eaea9712
if(!Application.isEditor) // DontDestroyOnLoad can not be called in editor mode DontDestroyOnLoad(Instance);
When loading a new scene, the AsyncManager instance is destroyed preventing any Await calls to complete.
DontDestroyOnLoad does work in Editor. So not following the reasoning behind the change.
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