Reply by newbietechbro | 2024-08-19 20:32:04
Attachments:
Reply by newbietechbro | 2024-08-19 20:34:10
if it is easier to hop on a call, let me know
Reply by k3kalinix | 2024-08-19 20:34:39
Could you please share your build settings window?
Reply by newbietechbro | 2024-08-19 20:37:12
By the way, how this is structured is:
Reply by k3kalinix | 2024-08-19 20:43:55
Attachments:
Reply by newbietechbro | 2024-08-19 20:47:36
So I need to use SceneManager.UnloadSceneAsync(currentAdditiveScene) and coroutine(unloadscene) ?
Reply by k3kalinix | 2024-08-19 20:47:47
No
Reply by k3kalinix | 2024-08-19 20:48:00
private IEnumerator UnloadScene(int buildIndex)
{
Debug.Log("Unloading Scene: "+ buildIndex);
yield return SceneManager.UnloadSceneAsync(buildIndex);
}
Reply by k3kalinix | 2024-08-19 20:48:09
Just use call this.
Reply by k3kalinix | 2024-08-19 20:48:28
I can’t edit the code the way I want. There are too many comment lines.
Reply by newbietechbro | 2024-08-19 20:49:43
okay i will try
Reply by newbietechbro | 2024-08-19 20:50:53
So does this mean the NPC won’t be fully unloaded unless a coroutine is used?
Reply by k3kalinix | 2024-08-19 20:51:12
This is the ASYNC method so please use coroutine or ASYNC/Await
Replying to k3kalinix’s Message
Reply by k3kalinix | 2024-08-19 20:51:12
This is the ASYNC method so please use coroutine or ASYNC/Await
Reply by newbietechbro | 2024-08-19 20:53:13
are you referring to the unloadsceneasync?
Reply by newbietechbro | 2024-08-19 20:53:26
like either i use it with coroutine or await?
Reply by k3kalinix | 2024-08-19 20:54:09
Yes
Reply by newbietechbro | 2024-08-19 21:41:51
why did you disable the loadsceneasync aprts?
Reply by newbietechbro | 2024-08-19 21:41:54
parts*
Reply by newbietechbro | 2024-08-19 21:42:10
because I still need to load a new additive scene everytime a tracked image is detected