Quick answer: Keep the loading screen up until the additive scene is fully activated and its managers report ready, not just until isDone is true.
An async additive load reaching isDone does not mean the scene is live and initialized. Hiding the loading screen at that moment can flash an incomplete world for a frame or two.
How to fix it
1. Wait for activation, not just isDone
If you gated activation, hide the loading screen only after you set allowSceneActivation = true and the scene has been activated and its objects ran their setup.
2. Have the scene report ready
Let the loaded scene raise a ready event once its managers finished initializing, and dismiss the loading screen on that event rather than on load completion.
3. Hold one extra frame if needed
Yield a frame after activation before hiding the screen so the first rendered frame of the new scene is fully set up.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.