This may be by design, but it feels like a bug to me. If I check Pause Global Waves in Wave Completed Options, I still immediately receive a LevelStarted callback in my LevelSettingsListener. I am expecting that the next level would not start until I call LevelSettings.UnpauseWaves(). The problem is that I want to switch my level data, such as space background, when the next level starts, not when the previous level completes. The whole purpose for pausing the global waves at the end of a wave is so that I can perform some in-between level actions. So the last thing I want is the next level to kick off. technically, it doesn't actually start because it's paused, but the fact that it's telling me it's started is problematic. I'm going to try to implement a workaround, but I wanted to see if this was by design or a bug.
I'm able to fix it by simply checking if the Waves are paused when that callback is fired. So, if the Waves are paused then I don't switch my level data in that callback and then I can switch it right before I UnpauseWaves. So I'm good to go. I was just mainly wondering if it was by design. So, no worries.