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fix: Don't call FinishLoadScene when customHandling (#2794)
* fix: Don't call FinishLoadScene when customHandling FinishLoadScene will be called from `UpdateScene` if `loadingSceneAsync != null && loadingSceneAsync.isDone` and it's the responsibility of the user in their custom handler to assign `loadingSceneAsync` to something to block FinishLoadScene until that completes. * Update Assets/Mirror/Runtime/NetworkManager.cs Co-authored-by: vis2k <info@noobtuts.com>
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@ -800,11 +800,11 @@ internal void ClientChangeScene(string newSceneName, SceneOperation sceneOperati
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OnClientChangeScene(newSceneName, sceneOperation, customHandling);
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OnClientChangeScene(newSceneName, sceneOperation, customHandling);
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// scene handling will happen in overrides of OnClientChangeScene and/or OnClientSceneChanged
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// scene handling will happen in overrides of OnClientChangeScene and/or OnClientSceneChanged
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// Do not call FinishLoadScene here. Custom handler will assign loadingSceneAsync and we need
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// to wait for that to finish. UpdateScene already checks for that to be not null and isDone.
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// (in other words, custom loading needs to call FinishLoadScene when they are done)
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if (customHandling)
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if (customHandling)
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{
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FinishLoadScene();
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return;
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return;
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}
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switch (sceneOperation)
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switch (sceneOperation)
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{
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{
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