I am using Unity Addressables and trying to load the scene with SceneManager.LoadSceneAsync because my loadingscreen asset is not compatible with Addressable.LoadSceneAsync.
My code is:
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.ResourceProviders;
public class addressable_bundles : MonoBehaviour
{
string SceneToLoad;
private static AsyncOperationHandle<SceneInstance> sceneHandle;
void Start()
{
Addressables.InitializeAsync().Completed += AdressablesManagerCompleted;
}
private void AdressablesManagerCompleted(AsyncOperationHandle<IResourceLocator> obj)
{
sceneHandle = Addressables.LoadSceneAsync("Assets/02_Scenes/NEW_ZONING/asset_pack_1/Episode01_v2.unity", LoadSceneMode.Additive, false);
sceneHandle.Completed += LoadedAsset;
}
private void LoadedAsset(AsyncOperationHandle<SceneInstance> obj)
{
SceneToLoad = sceneHandle.Task.Result.Scene.path;
SceneManager.LoadSceneAsync(SceneToLoad, LoadSceneMode.Additive);
}
}
My code does not even compile due to LoadedAsset method.
How can I fix this, any idea?