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Merge pull request #119 from jaglitegrann/bug/sceneload
fix problem with scene switching.
2 parents 3c8b053 + 4c6e43d commit a5d535d

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MLAPI/NetworkingManagerComponents/Core/NetworkSceneManager.cs

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -56,8 +56,9 @@ public static void SwitchScene(string sceneName)
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CurrentSceneIndex = sceneNameToIndex[sceneName];
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isSwitching = true;
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lastScene = SceneManager.GetActiveScene();
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AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
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nextScene = SceneManager.GetSceneByName(sceneName);
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AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(nextScene.buildIndex, LoadSceneMode.Additive);
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sceneLoad.completed += OnSceneLoaded;
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using (PooledBitStream stream = PooledBitStream.Get())
@@ -93,8 +94,9 @@ internal static void OnSceneSwitch(uint sceneIndex)
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}
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SpawnManager.DestroySceneObjects();
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lastScene = SceneManager.GetActiveScene();
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AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneIndex, LoadSceneMode.Additive);
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nextScene = SceneManager.GetSceneByName(sceneIndexToString[sceneIndex]);
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AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(nextScene.buildIndex, LoadSceneMode.Additive);
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sceneLoad.completed += OnSceneLoaded;
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}
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