So, I have a few gameobjects in **Scene B** that need to be loaded (just some, not all) into **Scene A**, initially I was loading **Scene B** (additive mode) and storing the gameobjects in some variables and then unload **Scene B** (now that i've got the objects I needed).
Issue is I may delete those gameobjects and load them again later, and it turns out the references I stored in those variables were pointing at the initiated scene ones, I don't want to load a new scene every time I need those objects.
SO! This brings us to **Async Scene Loading**, if I load a scene in async mode (additive as well) and set it's "allowsceneactivation" to false, assuming that I'll be able to acess it's objects with the **GetRootGameObjects()**, how expensive is it in terms of performarce, to have various Scene Bs loaded all runtime in this Unnactive state?
What I'm really doing here is **GameObject copying**, if there is a better way to this please tell me.
Also, the **Scenes(B)** will be loaded from **assetbundles**.
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**TL;DR**: What exactly happens to a scene in terms of memory when it's loaded with async having **allowsceneactivation** as **false**?
Thanks
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