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I'm also gonna note here that the same issue seems to happen when performing host migration - which makes sense. I've not looked too much into it though, I don't see how we'd make it work really.
Yeah we're pumping the main thread sync context continuation queue at a few points during hotload.
I think this is exposing a bigger problem, there will be continuations in there for both editor and game tasks, with different scene and / or time scopes. Either we should have separate SyncContexts for editor vs game, or capture things like the active scene when posting to a sync context. I'm going to mock up the latter because it should be a smaller change.
Describe the bug
I noticed it if you hotload sometimes (it's not 100%, but if you spam save on a file a few times you'll notice it on an empty project)
To Reproduce
Expected behavior
Should maintain state
Media/Files
async_hotloading_test.zip
Additional context
No response
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