private static UnityObject LoadScene(Scene scene) { // This is removed here. It is called in scene.Initialize just below. scene.Initialize(false); Application.LoadNewAssets(true); if (scene.prefabs.Count > 0) { UnityObject.DontDestroyOnLoad(scene.prefabs[0]); return(scene.prefabs[0]); } return(null); }
private void SceneLoadComplete() { #if DEBUG Debug.Log("******************************** Scene Load Complete ***********************************"); #endif stopWatch.Stop(); stopWatch.Reset(); isLoadingAssetBeforeSceneInitialize = false; isLoadingAdditive = false; isLoadingLevel = false; #if DEBUG Debug.Log("******************************** Scene Initialize begin ***********************************"); #endif if (scene != null) { scene.Initialize(true); scene = null; } #if DEBUG Debug.Log("******************************** Scene Initialize end ***********************************"); #endif }