diff --git a/Runtime/LLM.cs b/Runtime/LLM.cs
index 544d9727..82d9c905 100644
--- a/Runtime/LLM.cs
+++ b/Runtime/LLM.cs
@@ -45,27 +45,6 @@ public class LLM : MonoBehaviour
[LLM] public bool debug = false;
/// number of prompts that can happen in parallel (-1 = number of LLMCharacter objects)
[LLMAdvanced] public int parallelPrompts = -1;
- /// allows to start the server asynchronously.
- /// This is useful to not block Unity while the server is initialised.
- /// For example it can be used as follows:
- /// \code
- /// void Start(){
- /// StartCoroutine(Loading());
- /// ...
- /// }
- ///
- /// IEnumerator Loading()
- /// {
- /// // show loading screen
- /// while (!llm.started)
- /// {
- /// yield return null;
- /// }
- /// Debug.Log("Server is ready");
- /// }
- /// \endcode
- ///
- [LLMAdvanced] public bool asynchronousStartup = true;
/// select to not destroy the LLM GameObject when loading a new Scene.
[LLMAdvanced] public bool dontDestroyOnLoad = true;
/// Size of the prompt context (0 = context size of the model).
@@ -119,8 +98,7 @@ public async void Awake()
await AndroidSetup();
string arguments = GetLlamaccpArguments();
if (arguments == null) return;
- if (asynchronousStartup) await Task.Run(() => StartLLMServer(arguments));
- else StartLLMServer(arguments);
+ await Task.Run(() => StartLLMServer(arguments));
if (dontDestroyOnLoad) DontDestroyOnLoad(transform.root.gameObject);
if (basePrompt != "") await SetBasePrompt(basePrompt);
}