Awaiting stops working in Editor after loading scene
I believe this is because of the commit here: https://github.com/muckSponge/UnityAsync/commit/e01e2dc39084e4b5181dcef98344291ea3d5ddc3#diff-86c1eb8e1ae625825c97d335eaea9712
if(!Application.isEditor) // DontDestroyOnLoad can not be called in editor mode DontDestroyOnLoad(Instance);
When loading a new scene, the AsyncManager instance is destroyed preventing any Await calls to complete.
DontDestroyOnLoad does work in Editor. So not following the reasoning behind the change.
Same here. UnityAsync fails heavily after loading a scene. Removing the IF makes it work fine. Mainly the frame counter becomes unusable.
Same! Resolved by commenting out the conditional
+1, I wonder what the reason is behind that line.
Pinging @muckSponge, just because some information would be useful. I am willing to put in a pull request to fix this but it would be good to understand why this code and the comment exists in the first place.
Yeah go ahead with the pull request. If DontDestroyOnLoad works in the editor, that condition can be removed. I probably just didn't do thorough enough testing when I approved it.
Actually, decided to fix this myself in cfd37ae62254fe35c893a9f73dcffe1284c453e2.