As part of my school project I'm trying to link two tables to decrease the amount of data stored in one table so I wanted to link my "Scores" class with my "CorrectAnswers" class via the ObjectID. However since the tasks are asynchronous, by the time one task is done saving, the other task has already begun or also finished saving and so the ObjectID returns as null. 

Here's the code I'm using:

```
public void SaveScore()
{

    ParseObject SendScore = new ParseObject("Scores");
    SendScore["Score"] = CheckAnswer.score;
    SendScore["user"] = ParseObject.CreateWithoutData("_User", ParseUser.CurrentUser.ObjectId);
    SendScore["TestMode"] = MainMenu.testmode;
    SendScore["TotalQuestions"] = QuestionCreation.TotalQuestions;
    SendScore["CorrectQuestions"] = CheckAnswer.CorrectQuestions;

    SendScore.SaveAsync().ContinueWith(t =>
    {
        ScoreObjectId = SendScore.ObjectId;
    });

    ParseObject SendCorrectTopics = new ParseObject("CorrectAnswers");
    SendCorrectTopics["Score"] = SendScore.ObjectId;
    for (int i = 0; i <= 9; i++)
    {
        string Topic = "Topic" + (i + 1).ToString();
        SendCorrectTopics[Topic] = CheckAnswer.CorrectTopics[i];
    }

    SendCorrectTopics.SaveAsync();

    SceneManager.LoadScene(0);
}

```

How would I be able to make the second save hold until the first save has finished? I'm somewhat new to C# and so don't quite know all it's features yet. I've looked into "await" but unity doesn't seem to like that. Any help would be greatly appreciated!
Thanks in advance,