/// <summary> /// Unlaods all active scenes and loads the given scene (in the background). /// </summary> /// <param name="sceneAsset">The asset with the scene to load.</param> /// <returns>True if action fails (given asset is not a scene asset, missing data, scene loading error), otherwise false.</returns> public static bool ChangeSceneAsync(SceneReference sceneAsset) { return(ChangeSceneAsync(sceneAsset.ID)); }
/// <summary> /// Loads scene from the asset. Done in the background. /// </summary> /// <param name="sceneAsset">The asset with the scene to load.</param> /// <returns>True if failed (given asset is not a scene asset, missing data), otherwise false.</returns> public static bool LoadSceneAsync(SceneReference sceneAsset) { return(LoadSceneAsync(sceneAsset.ID)); }
/// <inheritdoc /> public int CompareTo(SceneReference other) { return(ID.CompareTo(other.ID)); }