Fix issues with scene loading, introduce an intermediate bootstrap scene
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125
Assets/Scenes/BootstrapScene.unity
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125
Assets/Scenes/BootstrapScene.unity
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@@ -0,0 +1,125 @@
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7
Assets/Scenes/BootstrapScene.unity.meta
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7
Assets/Scenes/BootstrapScene.unity.meta
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@@ -0,0 +1,7 @@
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@@ -42,11 +42,29 @@ public class SceneManagerService : MonoBehaviour
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private readonly Dictionary<string, AsyncOperation> _activeLoads = new();
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private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
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private const string BootstrapSceneName = "BootstrapScene";
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void Awake()
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{
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_instance = this;
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// DontDestroyOnLoad(gameObject);
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#if UNITY_EDITOR
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// In Editor, set CurrentGameplayScene to the currently open scene at play start
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if (Application.isPlaying)
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{
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var activeScene = SceneManager.GetActiveScene();
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if (activeScene.IsValid())
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{
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CurrentGameplayScene = activeScene.name;
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}
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}
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#endif
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// Ensure BootstrapScene is loaded at startup
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var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
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if (!bootstrap.isLoaded)
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{
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SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
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}
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}
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void OnApplicationQuit()
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@@ -196,7 +214,7 @@ public class SceneManagerService : MonoBehaviour
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}
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// Tracks the currently loaded gameplay scene (not persistent/bootstrapper)
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public string CurrentGameplayScene { get; private set; } = "AppleHillsOverworld";
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public string CurrentGameplayScene { get; private set; } = "MainMenu";
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// Switches from current gameplay scene to a new one
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public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null)
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@@ -210,10 +228,8 @@ public class SceneManagerService : MonoBehaviour
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else
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DestroyImmediate(astar.gameObject);
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}
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// Load new scene
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await LoadSceneAsync(newSceneName, progress);
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// Unload previous scene (if not same)
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if (!string.IsNullOrEmpty(CurrentGameplayScene) && CurrentGameplayScene != newSceneName)
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// Unload previous gameplay scene (if not BootstrapScene and not same as new)
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if (!string.IsNullOrEmpty(CurrentGameplayScene) && CurrentGameplayScene != newSceneName && CurrentGameplayScene != BootstrapSceneName)
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{
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var prevScene = SceneManager.GetSceneByName(CurrentGameplayScene);
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if (prevScene.isLoaded)
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@@ -225,6 +241,14 @@ public class SceneManagerService : MonoBehaviour
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Debug.LogWarning($"SceneManagerService: Previous scene '{CurrentGameplayScene}' is not loaded, skipping unload.");
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}
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}
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// Ensure BootstrapScene is loaded before loading new scene
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var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
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if (!bootstrap.isLoaded)
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{
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SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
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}
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// Load new gameplay scene
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await LoadSceneAsync(newSceneName, progress);
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// Update tracker
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CurrentGameplayScene = newSceneName;
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}
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@@ -1,12 +1,14 @@
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class MainMenu : MonoBehaviour
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{
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public void StartGame()
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public async void StartGame()
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{
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// Replace with the actual scene name as set in Build Settings
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SceneManager.LoadScene("AppleHillsOverworld");
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
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}
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public void QuitGame()
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@@ -20,6 +20,9 @@ EditorBuildSettings:
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- enabled: 1
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path: Assets/Scenes/MiniGames/DivingForPictures.unity
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guid: 0d57c89693f4e964b8b66e00e39ed1e7
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- enabled: 1
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path: Assets/Scenes/BootstrapScene.unity
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