Load scene without being in build settings and without using AssetBundle

by Bilal Akil   Last Updated September 16, 2019 02:13 AM

This is the closest I've gotten:

                "t:SceneAsset " + MenuSceneName,
                new string[] { "Assets" }

However this generates an error at runtime:

InvalidOperationException: This cannot be used during play mode, please use SceneManager.LoadScene()/SceneManager.LoadSceneAsync() instead.

I can't follow its suggestion because those functions require the scene to be in build settings or an asset bundle. So, is there any other option?

I wonder how (and if) Addressables achieve this? Note: I'm not willing to switch to Addressables - I'm quite enjoying working with AssetBundles.


My game uses AssetBundles for general loading of EVERYTHING, so there's only one blank scene in build settings. However, during development I'd rather not have to continuously build and load from AssetBundles, so I'm trying to dynamically load scenes WITHOUT having to add them to build settings.

Related Questions

Updated June 22, 2019 19:13 PM

Updated November 14, 2017 15:13 PM

Updated December 16, 2017 18:13 PM

Updated August 07, 2015 14:05 PM