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Currently, UniTAS tries its best to emulate scene loading behaviour
This works for the most part, but things like SceneManager.GetActiveScene doesn't work during async load due to the scene actually not existing, which needs dummy implementation
A clean solution would be to run the normal function as intended, and wait for async operation to finish via game pause
The text was updated successfully, but these errors were encountered:
Currently, UniTAS tries its best to emulate scene loading behaviour
This works for the most part, but things like
SceneManager.GetActiveScene
doesn't work during async load due to the scene actually not existing, which needs dummy implementationA clean solution would be to run the normal function as intended, and wait for async operation to finish via game pause
The text was updated successfully, but these errors were encountered: