https://www.reddit.com/r/Unity3D/comments/f9awdv/microsplat_...
The thread
https://forum.unity.com/threads/can-unity-please-try-documen...
Go read the latest comments on page 3, from may 11, 2022
I develop with Unity, this is not good, microssplat is actually an infinitely better out of the box third party system than what UE5 has, but everything around it rots away not because of lack of care from Jason, but because lack of care from Unity's leadership and management. It takes Jason upwards of a month to two months to have his microssplat updates approved, Unity does not have a white gloves system to handle high value third party providers like him
I evaluated their tech early on, and it struck me right away at how poorly thought out some decisions were. Very basic things, too. One distinct issue I remember is not having any sort of an "Application" object or app-state pipeline interface/object that I can place my non-component logic into, stuff like checking various timers, handling app-level event hooks, and so on. Turns out, people attach this sort of logic to the Camera component. How the fuck did you get to that point without thinking about any of this?
https://docs.unity3d.com/ScriptReference/RuntimeInitializeOn...
Edit: Alternatively just have a main scene and load/unload the other scenes as sub scenes, and put the application level objects in the main scene. Or use the above attribute and spawn the global objects and mark those object as "dont destroy on load" to make them survive the simple scene transitions. Or use normal C# static objects. There are so many ways to handle this, unity doesn't really block you from doing things, just code whatever you need.