• edited January 2018
    Ok, I think this works @henkesky1

    I was ready to throw in the towel and just commission a plugin but noticed I had a duplicated line.
    Thanks to @gamingislove for that coroutine.

    This seems to work with Loading Screen Pro asset:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.SceneManagement;
    using ORKFramework;




    public static class LoadWrapper {

    private static IEnumerator DelayRegister()
    {
    yield return null;
    SceneManager.sceneLoaded += ORK.Core.OnSceneLoaded;
    }


    public static void LoadScene(string sceneName, LoadSceneMode mode)
    {


    SceneManager.sceneLoaded -= ORK.Core.OnSceneLoaded;

    LoadingScreenPro.LoadScene(sceneName);


    ORK.StartCoroutine(DelayRegister());

    }

    public static void LoadSceneAsync(string sceneName, LoadSceneMode mode)
    {


    SceneManager.sceneLoaded -= ORK.Core.OnSceneLoaded;


    LoadingScreenPro.LoadScene(sceneName);


    ORK.StartCoroutine(DelayRegister());

    }
    }


    Post edited by FancyFerretStudios on
  • edited January 2018
    @FancyFerretStudios congratulation. I will add it to my project. Thanks to @gamingislove
    Post edited by henkesky1 on
  • I'll still do some tests once I find the time for this - it might be a solution for now, but could also lead to the scene changer missing the actual scene load and not spawn the player.
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