Hello, this is a bit advanced question so please read carefully. I have an active scene called X, at some point in RunTime I call SceneManager.LoadScene("Y", LoadSceneMode.Additive);
The problem I’m having is when I instantiate an object using a script in scene Y the object gets instantiated in scene X, and when I unload scene Y these objects stay in scene X and not get destroyed with the rest of the scene Y.
How do I force Unity to instantiate in scene Y?
I can do a work around by having all these instantiated object under a parent in scene Y, but is there is another way?