I was wondering how the MRTK vNext is supposed to handle level loads. When I load a scene non additively, the motion controller that was detected in a previous scene just goes away and does not come back. Seems it's not DontDestroyOnLoad. Shouldn't the toolkit be scene-load-proof?
Scenario:
The main reason for this the fact that the UNET NetworkManager uses LoadLevel
mrtk_development
This issue has more info / discussion on scene loading: #3261
The main reason for this the fact that the UNET NetworkManager uses LoadLevel
In our projects we've dealt with the UNET limitation by writing a NetworkManager class which uses additive loading and enforces the active scene via SetActiveScene. As long as our synced objects either exist in the active scene on startup or are network-instantiated into that scene they should function normally.
Yeah I always found it odd that Unity would always promote additive level loading but then force people to use the network manager that didn't follow that guideline.
My personal workflow:

Now, _should_ the mrtk handle level loading? Theoretically it could be added as another service, and I could see this being beneficial, but also might be as annoying as the service locator to those who also question its usefulness. Up to you as the developer I suppose.
One could implement it solely in the base scene as a strictly UI/UX component. I'd propose we setup all the demo scenes in this manner to show off how to handle multi-scene development.
This issue has more info / discussion on scene loading: #3261
The main reason for this the fact that the UNET NetworkManager uses LoadLevel
In our projects we've dealt with the UNET limitation by writing a NetworkManager class which uses additive loading and enforces the active scene via SetActiveScene. As long as our synced objects either exist in the active scene on startup or are network-instantiated into that scene they should function normally.
@Railboy Do you mind sharing that NetworkManager?
looks like this is addressed as part of Lars' multiscene work.
Please reopen if it still repros with the latest Unity 2018 + MRTK release
Most helpful comment
This issue has more info / discussion on scene loading: #3261
In our projects we've dealt with the UNET limitation by writing a NetworkManager class which uses additive loading and enforces the active scene via SetActiveScene. As long as our synced objects either exist in the active scene on startup or are network-instantiated into that scene they should function normally.