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if (scenePath != persistentScenes[j].scenePath) |
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{ |
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//Check if we reached the last persistent scenes check
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if (j == persistentScenes.Count-1) |
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if (j == persistentScenes.Count - 1) |
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{ |
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//If the scene is not one of the persistent scenes, we add it to the scenes to unload
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_scenesToUnload.Add(scene); |
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