Unity's standard scene management weaknesses
When you start any serious project, it is hard to satisfy yourself with Unity's simplified scene management system:
- when you load a scene, everything is destroyed
- this behaviour is probably aiming at limiting memory leaks
- it is possible to do incremental scene load and you can specifically tell unity to not destroy things, but still asset survival is very closely linked to scene creation and destruction
- because the loading and instantiation process is very intensive, you will experience app lockdowns during loads
- download and load of scene is tightly coupled with a "get it when you need it" approach which is not very user friendly ^^
- when you want to instantiate a prefab that is not in your scene (ie from code outside a MonoBehaviour), you have a problem...
These problems are especially limiting on mobile, where memory, processing power, and network bandwidth is very limited.