I'm trying to save/load my game. In the load method, everytime I change the properties of a GameObject, those changes are applied and then get reverted shortly after. Here is my code:
public void Load()
{
SceneManager.LoadScene(sceneID);
List<GameObject> rootObjects = new List<GameObject>();
Scene scene = SceneManager.GetActiveScene();
scene.GetRootGameObjects(rootObjects);
int ncube = 0, npick = 0;
for (int i = 0; i < rootObjects.Count; ++i)
{
GameObject obj = rootObjects[i];
if (obj.CompareTag("Player"))
{
obj.transform.position = player.position;
obj.transform.rotation = player.rotation;
obj.transform.localScale = player.localScale;
}
else if (obj.CompareTag("Cube"))
{
obj.transform.position = cube[ncube].position;
obj.transform.rotation = cube[ncube].rotation;
obj.transform.localScale = cube[ncube].localScale;
++ncube;
}
else if (obj.CompareTag("Pickup"))
obj.SetActive(pickup[npick++]);
else if (obj.CompareTag("Door"))
obj.SetActive(door);
else if (obj.CompareTag("GreenWall"))
obj.SetActive(greenWall);
}
}
Those changes are applied to the GameObject, however they get aborted right away. How can I resolve this?
The script contains these lines of code is not a component of the GameObject.
Edit 1: Complete code updated.
Problem is I think that
Scene scene = SceneManager.GetActiveScene();
scene.GetRootGameObjects(rootObjects);
gets the objects from the scene before the Scene is fully loaded so they are reset.
From the Docu
When using SceneManager.LoadScene, the loading does not happen immediately, it completes in the next frame. This semi-asynchronous behavior can cause frame stuttering and can be confusing because load does not complete immediately.
I guess you rather should use SceneManager.sceneLoaded and do your stuff there like
public void Load()
{
SceneManager.LoadScene(sceneID);
}
And maybe in an extra component within the scene:
void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// your stuff here
}
void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
though we don't know/see where player, cube[ncube] etc come from ...
for transparting values between Scenes you should get into using ScriptableObjects
The problem might be that SceneManager.LoadScene completes in the next frame. See the documentation: https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.LoadScene.html
It says:
When using SceneManager.LoadScene, the loading does not happen
immediately, it completes in the next frame. This semi-asynchronous
behavior can cause frame stuttering and can be confusing because load
does not complete immediately.
You change the values within the same frame, thus they are overwritten when loading the scene finishes. Cou could use an event to prevent that behaviour: https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager-sceneLoaded.html
Related
This script works as follows: when I raycast an object, it fades out.
Script works great in the Unity Play Mode.
But objects dont wanna fade out on PC/Android build. Just nothing happen, but raycast is detecting object (problem not in raycast)
I debugged Android/PC and script is going into SetMaterialProperties method
Standard material, default new project, default scene, simple capsule gameObject, nothing specific
Because of what could this be?
private IEnumerator FadeIn()
{
Color objectColor = GetComponent<MeshRenderer>().material.color;
while (objectColor.a < 1)
{
float fadeAmount = objectColor.a + (_fadeSpeed * Time.deltaTime);
objectColor = new Color(objectColor.r, objectColor.g, objectColor.b, fadeAmount);
SetMaterialProperties(objectColor);
yield return null;
}
}
private void SetMaterialProperties(Color color)
{
foreach (var material in _materials)
{
material.SetColor("_Color", color);
material.SetFloat("_Mode", 3);
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
material.EnableKeyword("_ALPHABLEND_ON");
material.renderQueue = 3000;
}
}
I followed Brackeys tutorial on how to create a Fruit Ninja Replica (youtube).
When creating the blade, though, the behaviour I got wasn't exactly the same.
Expected behaviour
Actual behaviour
The difference is that in the Actual behaviour, the trail starts where it stopped the last time it was shown. The code responsible for this is exactly the same as the video:
public class BladeController : MonoBehaviour
{
bool isCutting = false;
public GameObject bladeTrailPrefab;
GameObject currentBlade;
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0)) {
StartCutting();
} else if (Input.GetMouseButtonUp(0)) {
StopCutting();
}
if (isCutting) {
UpdateCut();
}
}
void UpdateCut()
{
GetComponent<Rigidbody2D>().position = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
void StartCutting()
{
isCutting = true;
this.currentBlade = Instantiate(bladeTrailPrefab, transform);
}
void StopCutting()
{
isCutting = false;
Destroy(currentBlade, 1f);
}
}
After understanding the code, I thought the problem was that I instantiated the bladeTrail before actually moving the Blade to the new position, but tried moving the Instantiate method to UpdateCut after changing the position and only if this.currentBlade == null.
I've search a lot about this, and even found some other posts with the same problem but no answer.
It seams the Instantiate is using the last mouse position to instiantiate the prefab.
Maybe use:
Instantiate(bladeTrailPrefab, Camera.main.ScreenToWorldPoint(Input.mousePosition), Quaternion.identity)
I ran into this problem following the tutorial as well.
It's a few years later but for those of you who hit this page, I found a solution for me that while isn't fantastic, it's better than having the streaks shown in the post.
Before instantiating the trail vfx, make sure to wait until fixed update is called after you set the position of the parent transform.
I did this with a Coroutine like so:
private IEnumerator StartCutting()
{
// When we begin cutting, move the blade object to the input position
m_isCutting = true;
m_previousPosition = m_camera.ScreenToWorldPoint(Input.mousePosition);
m_rigidBody.position = m_previousPosition;
// Then for positions to be updated so that the vfx doesn't get confused
yield return m_waitForFixedUpdate; // new WaitForFixedUpdate(); <-- cache this
// Instantiate the trail at this new position
m_currentTrail = Instantiate(m_trailPrefab, m_rigidBody.transform);
m_collider.enabled = false;
}
I cannot find anything in docs that breaks down the scene loading process and how the Scene.isLoaded property is determined.
I need to mock large scene loading and cannot find a way to delay a scene's loading. It would be useful to understand the flow especially when needing to load external assets in the scene and only mark the scene as loaded via code.
You should have a look at SceneManager.LoadSceneAsync and especially allowSceneActivation which allows you to do exactly that: Delay a scenes loading and e.g. display a loading screen meanwhile.
Example from the docs:
// This script lets you load a Scene asynchronously.
// It uses an asyncOperation to calculate the progress and outputs
// the current progress to Text (could also be used to make progress bars).
// Attach this script to a GameObject
// Create a Button (Create>UI>Button) and a Text GameObject (Create>UI>Text)
// and attach them both to the Inspector of your GameObject
//In Play Mode, press your Button to load the Scene, and the Text
// changes depending on progress. Press the space key to activate the Scene.
//Note: The progress may look like it goes straight to 100% if your Scene doesn’t have a lot to load.
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class AsyncOperationProgressExample : MonoBehaviour
{
public Text m_Text;
public Button m_Button;
void Start()
{
//Call the LoadButton() function when the user clicks this Button
m_Button.onClick.AddListener(LoadButton);
}
void LoadButton()
{
//Start loading the Scene asynchronously and output the progress bar
StartCoroutine(LoadScene());
}
IEnumerator LoadScene()
{
yield return null;
//Begin to load the Scene you specify
AsyncOperation asyncOperation = SceneManager.LoadSceneAsync("Scene3");
//Don't let the Scene activate until you allow it to
asyncOperation.allowSceneActivation = false;
Debug.Log("Pro :" + asyncOperation.progress);
//When the load is still in progress, output the Text and progress bar
while (!asyncOperation.isDone)
{
//Output the current progress
m_Text.text = "Loading progress: " + (asyncOperation.progress * 100) + "%";
// Check if the load has finished
if (asyncOperation.progress >= 0.9f)
{
//Change the Text to show the Scene is ready
m_Text.text = "Press the space bar to continue";
//Wait to you press the space key to activate the Scene
if (Input.GetKeyDown(KeyCode.Space))
//Activate the Scene
asyncOperation.allowSceneActivation = true;
}
yield return null;
}
}
}
Also checkout sceneLoaded: as stated in the docs
Add a delegate to this to get notifications when a Scene has loaded.
This happens after the scene has been loaded and afaik after the Awake calls finished. You can easily test this by using a script like
public class Test : MonoBehaviour
{
private void Awake()
{
Debug.Log("Awake");
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Debug.Log("OnSceneLoaded");
}
}
You will see both the
Awake
OnSceneLoaded
debugs in the console meaning that Awake was called before OnSceneLoaded.
→ At this moment I would also expect the Scene.isLoaded to be set to true.
I'm new to unity and i'm trying to load scenes based on items collected.
Problem is that the counter is not counting my acquired items.
I'm using OnTriggerEnter2D() to trigger the event; Below is the snippet:
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
collectionNumber += 1;
Destroy(gameObject);
if (collectionNumber == 1)
{
collision.gameObject.transform.Find("Acquired_Items").GetChild(0).gameObject.SetActive(true);
qiCollector.gameObject.transform.GetChild(0).gameObject.SetActive(true);
}
else if (collectionNumber == 2)
{
collision.gameObject.transform.Find("Acquired_Items").GetChild(1).gameObject.SetActive(true);
qiCollector.gameObject.transform.GetChild(1).gameObject.SetActive(true);
}
else if (collectionNumber == 3)
{
collision.gameObject.transform.Find("Acquired_Items").GetChild(2).gameObject.SetActive(true);
qiCollector.gameObject.transform.GetChild(2).gameObject.SetActive(true);
}
else
{
Debug.LogWarning("All Items Collected !!");
}
cN.text = "Collection Number " + collectionNumber.ToString();
}
}
Whenever a new scene is loaded this script is loaded because it is on my quest item. And for every scene there is a quest item. So what I want to do is basically keep track of my collectionNumber, but it resets to 0.
Any help is much appreciated :)
First method:
Don't allow your object to be destroyed on scene load
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
public static void DontDestroyOnLoad(Object target);
Above code will prevent destroying your GameObject and its components from getting destroyed when loading a new scene, thus your script values
Second Method:
Write out your only value into a player pref
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html
// How to save the value
PlayerPrefs.SetInt("CollectionNumber", collectionNumber);
// How to get that value
collectionNumber = PlayerPrefs.GetInt("CollectionNumber", 0);
Third method:
Implement a saving mechanism:
In your case i would not suggest this
in my game, when the player dies, a dying sound is played and once the sound is over, the scene is supposed to be reloaded when the user still has enough lives.
Before I had the sound, the play died instantly upon calling the death() function:
public static void Death()
{
AddCoinScript.coinCounter = 0;
LivesScript.livesCounter--;
if (LivesScript.livesCounter > -1)//to get 0 live
{
Debug.Log("TIMER");
var currentScene = SceneManager.GetActiveScene();
SceneManager.LoadScene(currentScene.name);
}
else
{
//TO DO GameOver
}
}
This worked like a charm.
But now I added a death sound to it. Unfortunately, unity doesnt provide an event handler for when the sound is done playing (I want the scene to be reloaded not instantly anymore, but after the death sound is done playing), so I have decided to take it upon myself to just build a timer. The timer fires right after the death sound is over. This is what this function has become:
public static void Death()
{
AddCoinScript.coinCounter = 0;
LivesScript.livesCounter--;
PlayDeathSound();
System.Timers.Timer timer = new System.Timers.Timer();
timer.Interval = aSDeath.clip.length * 1000;
timer.Start();
timer.Elapsed += delegate
{
timer.Stop();
if (LivesScript.livesCounter > -1)//to get 0 live
{
Debug.Log("TIMER");
var currentScene = SceneManager.GetActiveScene();
SceneManager.LoadScene(currentScene.name);
}
else
{
//TO DO GameOver
}
};
}
As you can see, to make sure the timer REALLY fires, I set up a "debug.Log("TIMER")" to see, if it really works. And guess what: it does. The debug now shows "TIMER" in its console. But you know what doesnt work anymore? The two lines of code right beneath that.
var currentScene = SceneManager.GetActiveScene();
SceneManager.LoadScene(currentScene.name);
It's the same exact lines that worked just before - but when fired from the timer, they just get ignored? How is this even possible?
When I change it all back, it works again. Only when the timer fires the two lines, they get ignored.
This is totally odd or am I missing something? Thank you!
Okay I am not an expert on C# and delegate but apparently it creates a separate thread and you can only use SceneManager.GetActiveScene on main thread.
Since i am not so sure about delegate i will offer an easier solution. You can use a coroutine since you know how much you have to wait like this:
public void Death()
{
StartCoroutine(DeathCoroutine());
}
IEnumerator DeathCoroutine()
{
AddCoinScript.coinCounter = 0;
LivesScript.livesCounter--;
PlayDeathSound();
// wait for duration of the clip than continue executing rest of the code
yield return new WaitForSeconds(aSDeath.clip.length);
if (LivesScript.livesCounter > -1)//to get 0 live
{
Debug.Log("TIMER");
var currentScene = SceneManager.GetActiveScene();
SceneManager.LoadScene(currentScene.name);
}
else
{
//TO DO GameOver
}
}
What about using a coroutine ? You just start it when the player dies, and yield while your sound is still playing.