UI Buttons Stop Working After I Load Another Scene - unity3d

I have UI buttons to toggle sound. OnClick event is linked to this singleton GameObject. when I move to the next scene and come back to the main scene, I find OnClick object becomes missing while object is still there in the hierarchy! so what's the problem ?
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class SoundsManagerController : MonoBehaviour {
static SoundsManagerController Instance = null;
void Awake()
{
// First we check if there are any other instances conflicting
if (Instance != null )
{
            // If that is the case, we destroy other instances
            Destroy(gameObject);
}
else {
// Here we save our singleton instance
Instance = this;
// Furthermore we make sure that we don't destroy between scenes (this is optional)
DontDestroyOnLoad(gameObject);
}
}
public void toggleSound(){
Instance.GetComponent<AudioSource> ().enabled = !Instance.GetComponent< AudioSource> ().enabled;
}
}

Use a separate canvas for the button and keep them as child of the singleton object.
If you already have a canvas in the scene, make sure the button is set as child of the canvas whenever your are going to a scene.
When these should be fixing your issue, you should consider not using a button with the singleton object. Get the singleton object in Start() in any scene and access sound toggle from the already placed button which is maintaining your UI layout.
Get the singleton object at start that holding the toggle method calling function.
SoundManagerController soundManager;
void Start ()
{
soundManager = GameObject.FindWithTag("audio_manager_tag").GetComponent <SoundManagerController>();
}
Call the below method from toggle button.
public void CallToggleMethod()
{
soundManager.toggleSound ();
}

Related

How to click on instantiated objects and get points, then link points to score text?

What I want:
I want the player to be able to click on instantiated objects and get points, then have those points show in the score-keeping text.
What I’ve done:
I’m currently using the following “FindGameObjectsWithTag” code to retrieve the buttons that are components of the instantiated prefab objects:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class CPointScore : MonoBehaviour
{
public TextMeshProUGUI CPointsText;
private float ScoreNum;
private GameObject[] CButtonGmeObjsHolder;
private void CTagFinder()
{
CButtonGmeObjsHolder = GameObject.FindGameObjectsWithTag("Ctag");
foreach (GameObject CButtonGmeObj in CButtonGmeObjsHolder)
{
Debug.Log("GmeObj Found");
Button CButton = CButtonGmeObj.GetComponent<Button>();
CButton.onClick.AddListener(AddScore);
}
}
public void AddScore()
{
ScoreNum += 1;
Debug.Log("Point Added # " + ScoreNum);
}
void Start()
{
InvokeRepeating("CTagFinder", 1f, 15.1f);
}
void Update()
{
CPointsText.text = ScoreNum.ToString();
}
}
Because FindGameObjectsWithTag only calls once I have the InvokeRepeating code in start. I have game objects spawning throughout the duration of the game so it needs to be constantly checking for tags.
Issue:
So the code finds the tags, the buttons are able to be clicked, and the score-keeping text updates which is great. The problem is that if I click one tagged button it will register a point for itself and every tagged button currently in the scene that spawned after it. For example, lets say I have 4 spawned objects currently on scene, when the first object spawned is clicked it will add 4 points instead of 1. If the second object spawned is clicked it will add 3 points instead of 1. I would like to have only the tagged button that is clicked register a point.
Question:
What can I change in my code so that only the tagged button that is clicked registers a point?
Thank you
I think there are two things here:
You repeatedly add the listener so you will end up with multiple callbacks when the button is finally clicked.
The repeated FindGameObjectsWithTag is also quite inefficient
Your main issue is the repeated calling.
For each repeated call of CTagFinder you go through all existing buttons and do
CButton.onClick.AddListener(AddScore);
so these existing buttons end up with multiple listeners attached!
You either want to make sure it is only called once per button, e.g. keeping track of those you already did this for:
private readonly HashSet<Button> alreadyRegisteredButtons = new HashSet<Button>();
and then
if(!alreadyRegisteredbuttons.Contains(CButton))
{
CButton.onClick.AddListener(AddScore);
alreadyRegisteredButtons.Add(CButton);
}
or alternatively make sure you remove the callback before you add it like
CButton.onClick.RemoveListener(AddScore);
CButton.onClick.AddListener(AddScore);
In general I would not use FindGameObjectWithTag an poll objects repeatedly. Rather make your code event driven. This would already avoid the issue at all since there would be no repeated attaching of the listener anyway.
I would simply have a dedicated component YourComponent attached to the same GameObject as the buttons and have a global
public static event Action<YourComponent> OnCTSButtonSpawned;
and in this dedicated component do
private void Start()
{
OnCTSButtonSpawned?.Invoke(this);
}
and in your CPointScore listen to this event like
private void Awake()
{
YourComponent.OnCTSButtonSpawned += AttachListener;
}
private void AttachListener(YourComponent component)
{
if(compoenent.TryGetComponent<Button>(out var button))
{
button.onClick.AddListener(AddScore);
}
}
private void AddScore()
{
ScoreNum++;
CPointsText.text = ScoreNum.ToString();
}

Problem with dontDestroyOnLoad in different scene

I am making a game that has two scenes (menu scene and game scene). In the menu scene, I create an empty game object just for my music, which includes (audio source (music), button to mute the music, and my script.
Here's the script:
public class Music : MonoBehaviour
{
public static Music Instance;
public AudioSource mainMusic;
public GameObject musicOffImage;
// Keep The Muic Playing In Diffrent Scene
void Awake()
{
if (!Instance)
Instance = this;
else
Destroy(this.gameObject);
DontDestroyOnLoad(this.gameObject);
}
// Method Mute Button
public void MusicOnOff()
{
if (mainMusic.isPlaying)
{
mainMusic.Pause();
musicOffImage.SetActive(true);
}
else
{
mainMusic.UnPause();
musicOffImage.SetActive(false);
}
}
}
With that script, I can play music in different scenes without reloading the music, and the button is working too, but the problem is when I go to the game scene and I back up to the menu scene, somehow the button didn't work. I think it's about the Destroy game object, but I am not sure how to fix it. Any help would mean a lot to me. Thanks.
I assume that everything the Music scripts needs is a child of it so that it is always fine.
However, after Destroy of the instance from the new scene, your buttons from the new scene loose the reference to the Music instance.
Since you have a Singleton there anyway you could as well (ab)use it and have this attached to your button itself
public MusicButton : MonoBehaviour
{
public void MusicOn()
{
Music.Instance.MusicOnOff();
}
}
And reference that instead in your button.
Also the image could e.g. register itself to the Music.Instance like e.g.
public MusicImage : MonoBehaviour
{
private void Start()
{
Music.Instance.musicOffImage = gameObject;
gameObject.SetActive(Music.Instance.mainMusic.isPlaying);
}
}
Alternative
In your question you said all objects are child's of an empty object, however the only object that gets DontDestroyOnLoad is the Music one. The others will get destroyed and reloaded so all these references might get lost as well. You might probably rather DontDestroyOnLoad the entire empty object and only hide/show the button in certain scenes.

How to control audio in another scene on/off in unity

I am making a game now, it's almost done. now I am trying to control the audio on and off by button or toggle button.
The problem is, I put my audio source gameobject in the splashscreen that is in the 1st scene. and I put the audio or music button in the Setting scene which is inside the 3rd scene. I already make the c# script to control the audio but when I've tried to insert the AudioSource, but it can't since it's from a different scene. I've tried to put the AudioSource in the same scene but the audio didn't start except I go to settings scene first.
Here is the script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Music : MonoBehaviour
{
static Music instance = null;
public AudioSource Backsound;
private void Awake()
{
if (instance != null)
{
Destroy(gameObject);
}
else
{
instance = this;
GameObject.DontDestroyOnLoad(gameObject);
}
}
public void backsoundOnOff()
{
AudioSource bgsound = Backsound.GetComponent<AudioSource>();
if (bgsound.mute = true){
bgsound.mute = false;
}
else {
bgsound.mute = true;
}
}
}
You have already solved half the problem by using GameObject.DontDestroyOnLoad
The object does indeed exist in both scenes. Now you just need to fetch it.
In the first scene where the created the object, Change the tag of the object. Instead of using one of the exiting tags, create a new tag for it called something such as "MenuMusic". Make sure you assign it after creating it, unity does not assign it automatically
Now, in the 3rd scene, in the game object that needs to access it, create a private field "_music"
in your Start function, add
void Start() {
_music = GameObject.FindGameObjectsWithTag("MenuMusic");
}
You will now have the same instance of Music from scene 1
I would highly recommend referencing the sound script that you have into some sort of game manager. Usually how i work is i have one generic script that controls a multitude of options that i usually call the GameManager. This sets player controls, visual options and sound. From here you can simply set bool whether the player wants the music on and off. If this option wants to change you can reference the GameManager at any point in any script.
//Game Manager code
public void SoundControl(bool soundOff)
{
If(soundOff == true)
{
//Sound Off Control
}else
{
//Sound on Control
}
}
//Reference to game Manager
GameManager manager;
public void TurnOffSound()
{
//Turn sound off through manager
manager =
GameObject.FindGameObjectWithTag("Manager").GetComponent<GameManager>
().SoundControl(true);
}
I find this to be the easiest way to control any options through one script that you can reference anywhere.

How to access gameobject present in another scene [duplicate]

This question already has answers here:
How to pass data (and references) between scenes in Unity
(6 answers)
Closed 4 years ago.
I am creating a simple number guessing game in unity3d.
I want to open a new scene on button click and change the text of a text element present in the loaded scene from the current scene.
I have been able to open new scene on button click but how can i access the text element in other scene so that i can change its text from the current scene.
This is what i have so far but it obviously throws NullReferenceException because i can't access the text element in another scene from current scene.
SceneManager.LoadScene("End Scene");
gameResultText.text = "You Won!!"; //<-------this line throws the exception
gameResultText.color = Color.green;
Better solution I came up with:
Make a script that sets a static string variable. This script must be in your Game scene and will hold the result.
public class ResultTextScript : MonoBehaviour
{
public static string ResultText;
void EndGame(){
if (won){ //if won game
ResultText = "You won!"
}
else //if lost game
{
ResultText = "You lost, try again another time!"
}
//Change scene with SceneManager.LoadScene("");
}
}
Put this script on your result text in the end scene. This script will retrieve the result and display it.
Using UnityEngine.UI;
public class EndGameDisplayResult{
Text text;
OnEnable(){
Text.text = ResultTextScript.ResultText
}
}
This way, it will set the text as soon as the new scene is loaded.
Previous/alternative method:
If you already have the scene open, one option would be to add a script to the "You won!" text which holds a static variable with a reference to itself.
So like this.
public class ResultTextScript : MonoBehaviour
{
public static ResultTextScript Instance;
void Awake(){
if (Instance == null)
Instance = this;
}
}
Then you can call the reference to that GameObject from anywhere in the other scripts, including between scenes.
Like this ResultTextScript.Instance
Note though that you cannot call the reference in the Awake method, as that is where the variable is initialized, you can use it after the Awake methods have been called though.
Basically
Add the ResultTextScript to your Text object in the 'End Scene'
Open the 'End Scene' from the 'Game Scene', for example with your SceneManager approach as you already do.
Ensure that the End Scene has loaded, then say in the script you wish to change the text gameObject go = ResultTextScript.Instance.gameObject
I do not believe there is a way to modify the context or objects of a scene that is not currently open.
public class GameResults {
public static string finalText = "";
}
In your function where you are loading the scene, right before you call load scene you can access that text like so:
GameResults.finalText = "You Win!";
or
GameResults.finalText = "You Lose!";
load your scene, and on your text object give it a script like this:
using UnityEngine;
using UnityEngine.UI;
public class ResultTextScript : MonoBehaviour
{
public Text textResults;
void Start() {
textResults = getComponent<Text>();
if(textResults != null) {
textResults.text = GameResults.finalText;
}
}
}
There are other things you can use as well is, storing the game results in PlayerPrefs and loading the string or int you stored in PlayerPrefs preferences at the start of your end scene. This will help you avoid creating an unnecessary class or static variable.
So Like before you can do:
PlayerPrefs.SetString("GameResults", "You Win!");
or
PlayerPrefs.SetString("GameResults", "You Lose!");
load your scene, and on your text object give it a script like this:
using UnityEngine;
using UnityEngine.UI;
public class ResultTextScript : MonoBehaviour
{
public Text textResults;
void Start() {
textResults = getComponent<Text>();
if(textResults != null) {
textResults.text = PlayerPrefs.GetString("GameResults", "");
}
}
}

Issue with playing background audio for different scenes in unity3d

In my game, I have two scene.
What I want to achieve is if user navigates from one scene to another, background audio specific to each should be played from start(audio length=0)
But all my efforts are in vain.
I tried using 'Pause' Method of audioSound
I tried
create a new game object and assign this scene background score to it and play
destroy gameObject created for another scene if there was any
But it doesn't give the result that I want.
I searched for finding how to play audioClip from start and stop other audioClip playing but didn't find any.
I know I'm not supposed to ask for code on stack overflow but if anyone has achieved this or has some pseudo code request you to provide it
I'm not sure I understand your question properly, since it seems the simplest scenario for background music.
If you really want a change of audioclip in every scene, let's say Scene A must play Clip A and Scene B must play Clip B, and both clips should be played as soon as a scene is loaded, you just need to create a game object in both scenes with an Audio Source component, with the Play On Awake flag active, and then just assign the appropriate clip for the scene (i.e.: assign Clip A in the Audio Clip field of the Audio Source component of Scene A game object, and do the same with Clip B for Scene B).
That's pretty much it.
If you looking at the detail code then you can try this code.
First : Make a script "SoundFxScript.cs" // You can modified as you want
Insert this code :
public class SoundFxScript : MonoBehaviour {
//Background Music
public AudioSource Scene1_Sound;
public AudioSource Scene2_Sound;
// Use this for initialization
void Start () {
PlayBackgroundMusic ();
}
// Update is called once per frame
void Update () {
}
public void PlayBackgroundMusic() {
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene ().name == "Scene1") {
Scene1_SoundPlay();
} else if (UnityEngine.SceneManagement.SceneManager.GetActiveScene ().name == "Scene2") {
Scene2_SoundPlay();
}
}
public void Scene1_SoundPlay() {
Scene1_Sound.Play ();
Scene2_Sound.Stop ();
}
public void Scene2_SoundPlay() {
Scene1_Sound.Stop ();
Scene2_Sound.Play ();
}
// Step Fifth
public void LoadTheScene (string Scenename) {
UnityEngine.SceneManagement.SceneManager.LoadScene (Scenename);
sf.PlayBackgroundMusic ();
}
}
Second : Make Gameobject name = "SoundMusic" at the first scene and add component script SoundFxScript.cs. In gameobject "SoundMusic" you can add you background music for scene1 and scene2.
Third : Make a singleton file Singleton.cs
Insert this code :
public class Singleton : MonoBehaviour {
static Singleton instance = null;
void Start ()
{
if (instance != null)
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
instance = this;
}
}
Fourth : at gameobject "SoundMusic" add component script "Singleton.cs"
Fifth : How To Call In Another Scene (Load Scene). This method is inside SoundFxScript.cs
Example You have a method to call a load scene. Try this method :
Call it with : LoadTheScene("Scene2") // Call scene2
In here you can call your SoundFxscript.cs Component from any script you have.
Example :
SoundFxScript sf;
sf = GameObject.Find ("SoundMusic").GetComponent<SoundFxScript> ();
And you can use method LoadTheScene to load a new scene and the background music will RePlay again according to the what Scene is it.
That's All.