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Turns out there's EditorSceneManager.LoadSceneInPlayMode which does exactly what I'm looking for! Awesome. I had asked on the Unity Forum and found the answer there


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Unfortunately, the only ways to load scenes are the two options you already mentioned. However, just because it’s in the list of scenes, doesn’t mean it needs to end up in the built game. There are two options here. The first option is to manually uncheck the checkboxes in the build settings next to all of the scenes that you don’t want to include whenever ...


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For minimum loading times, you can have both the world map and the battleground in the same scene as two different gameObjects. One option would be to have both of them in the same space as two different gameObjects and just deactivate the one you are not currently playing on. You can also keep both active and use rendering layers to tell the camera which ...


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The problem is that as-written, your T data reference could conceivably be a local struct allocated on the stack, that's vanished from existence by the time handle.Completed is called. Or a reference type variable that belongs to such an ephemeral struct. That could leave us with effectively a dangling pointer when the callback is ready to call, so the C# ...


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The question you have to ask yourself is, how often will the textures be used? Based on the answer you have a few options: If multiple textures are expected to be visible on the screen at the same time, they all have to be pre-loaded, and remain in memory until they are drawn. If multiple textures are part of different areas of your game (like on different ...


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Yes, with SceneManagement.LoadSceneAsync(newScene). This method loads the new scene in a background task while the current scene keeps running. You can check the progress by keeping the AsyncOperation object returned by that method and checking its property .progress. If you do that in an Update method of the loader-scene, you can use its value to update a ...


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If your test desktop filesystem is running on Windows NTFS and the Android device filesystem is on Android native, the difference is in the filesystem drivers. The Windows filesystem drivers are not case sensitive but Android uses Linux which is case sensitive. Make sure your capitalization is correct on the file. Additionally I noticed you were using ...


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