#Manually enabled subscene editing after using SceneManager.LoadScene() causes an error
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absolutely unclear what you are doing at all, needs far more details than that
Okay so I'm in a scene, I press a key which loads a new scene which has the dots subscene in it
And the subscene is inactive so I click to activate it in the editor and it turns from closed to live converted
Now it seems if I end playmode after doing that, it floods the console with that argumentexception
Press a key in the editor or at runtime?
runtime
You shouldn’t enable it during runtime
I have "D" bound to the scenemanger.loadscene
You should set the sub scene as auto load
And keep it closed in the editor
It should automatically load when you load the scene
In the sub scene script?
Yeah
So this is what I get when I start from inside that scene
If I load using the scenemanager it gives me this
And it's wrong
that's not a must
feel free to load via guid
but to load subscenes
you must use different api
SceneSystem to be precise
So I need to load the scene using the SceneSystem.LoadSceneAsync for the SubScene to work?
yes
for some context: subscenes and scenes are different. SubScene is entity data, Scene is game object data.
By using normal API you load gameobject scene, by using ECS API you load subscene.
Both would work in Editor, but not in build.