public AsyncLoadSceneOperation(AsyncLoadSceneData asyncLoadSceneData, bool usingLiveLink)
        {
            _Data          = asyncLoadSceneData;
            _LoadingStatus = LoadingStatus.NotStarted;

            if (usingLiveLink && _ExpectedObjectReferenceCount != 0)
            {
                // Resolving must happen on the main thread
                using (var data = new NativeArray <byte>(File.ReadAllBytes(_ResourcesPathObjRefs), Allocator.Temp))
                    using (var reader = new MemoryBinaryReader((byte *)data.GetUnsafePtr()))
                    {
                        var numObjRefGUIDs = reader.ReadInt();
                        NativeArray <RuntimeGlobalObjectId> objRefGUIDs = new NativeArray <RuntimeGlobalObjectId>(numObjRefGUIDs, Allocator.Temp);
                        reader.ReadArray(objRefGUIDs, numObjRefGUIDs);

                        var objs = new UnityEngine.Object[numObjRefGUIDs];
                        LiveLinkPlayerAssetRefreshSystem._GlobalAssetObjectResolver.ResolveObjects(objRefGUIDs, objs);
                        objRefGUIDs.Dispose();

                        _ResourceObjRefs       = ScriptableObject.CreateInstance <ReferencedUnityObjects>();
                        _ResourceObjRefs.Array = objs;
                    }
            }
        }
 public AsyncLoadSceneOperation(AsyncLoadSceneData asyncLoadSceneData)
 {
     _Data          = asyncLoadSceneData;
     _LoadingStatus = LoadingStatus.NotStarted;
 }