public void OnTimeTravel() { string lastReality = CurrentReality; // going present, or going to future according to water taps CurrentReality = (CurrentReality != "Present") ? "Present" : RealitySceneName[GetFutureRealityIndex()]; SceneManager.LoadSceneAsync(CurrentReality, LoadSceneMode.Additive); SceneManager.UnloadScene(lastReality); PersistenceController.SaveDataToDisk(); }