public void LoadSceneAsync(string bundleName, string sceneName, bool isAddictive, UnityAction <float> onProgressChanged) { string[] levelPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(bundleName, sceneName); AsyncOperation m_Operation; if (isAddictive) { m_Operation = UnityEditor.EditorApplication.LoadLevelAdditiveAsyncInPlayMode(levelPaths[0]); } else { m_Operation = UnityEditor.EditorApplication.LoadLevelAsyncInPlayMode(levelPaths[0]); } AssetBundleManager.GetInstance().StartCoroutine(SimulationWaitLoadLevel(m_Operation, onProgressChanged)); }