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Proc assetbundle.LoadAssetAsync thread in editor.

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When using this function in the editor I am getting a situation where the returned AssetBundleRequest.isDone is never true, unless I wiggle the editor viewport. Is there a way to force this background thread to proc during editor time? I am already using EditorApplication.update to do 'fake' Coroutines and invoking this without an instance of a monobehavior. The top of the callstack is a MenuItem that invokes some static functions, and will successfully run until this point. SceneView.RepaintAll() does not have the same affect as wiggling the viewport window which successfully loads the object and makes the BundleRequest act as expected. I want this to be totally independent of Play mode, as this is for an in editor tool that should not block other operations.

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