You say
Indeed I did use "onlevelwasloaded" but the UI element may not be there, ready to go, when I invoke it, which lead to errors
That would be an incredibly sever bug in Unity! :)
Could it be that you are mixing-up Awake
and Start
somewhere?
One way to think of it is once you call Start
, you know all the Awake
have already run.
When I call "LoadSceneAsync", what would be the first object that is called, so I can fill the UI label with the correct data
You are still within the same frame.
Once you see LoadSceneAsync
you can be absolutely assured everything is Awake
'd.
Or indeed once you use Start
you can be absolutely assured everything is Awake
'd.
1) could it be that in some of your UI elements (or whatever) you are doing something in Start which you should do in Awake?
2) if (for some reason) you want to "wait until the next frame", perhaps just during development - then do that, wait a frame. You'll see a flicker, but if that's what you want to do (for some reason) do that.
3) note that if you mean you want to go to the net to get something, well of course you have to wait frames (use Update/coroutine) until the information comes back from the net, obviously. (How else could it be?)
Note that in practice, one should be using UnityEngine.Events.UnityEvent
everywhere.