Scene Parent Override works fine with SceneManager.LoadScene API. Even though this one is also weird logically. I guess after loading the scene, before scene init process Unity continues from routine where its left so we can actually register Scene Parent override before dependencies resolved.
Anyway, it is not the case for Addressable scene loading. if you just load an addressable scene and await for its completion, you can not set Scene Parent override in the sameway you do with SceneManager. You have to load scene as inactive first and once its loaded, you should set parent override and after that set scene active.
Scene Parent Override works fine with SceneManager.LoadScene API. Even though this one is also weird logically. I guess after loading the scene, before scene init process Unity continues from routine where its left so we can actually register Scene Parent override before dependencies resolved.
Anyway, it is not the case for Addressable scene loading. if you just load an addressable scene and await for its completion, you can not set Scene Parent override in the sameway you do with SceneManager. You have to load scene as inactive first and once its loaded, you should set parent override and after that set scene active.