Invoke not being called even though the gameobject isn't being destroyed
Hello everyone!
I'm having a problem invoking loading a scene after an animation has played. The SceneManager.LoadScene(); function never seems to execute, and I can assure you that the game object isn't being destroyed or disabled at any time
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 using UnityEngine.SceneManagement;
 
 public class MainMenu : MonoBehaviour
 {
     public Animator CameraAnimation;
     public Animator DoorAnimation;
 
     public void Play()
     {
         CameraAnimation.CrossFade("PlayCameraTransition", 0.05f);
         DoorAnimation.enabled = true;
         DoorAnimation.Play("MenuDoorOpen");
         Invoke("Load", 2);
     }
 
     private void Start()
     {
         DoorAnimation.enabled = false;
     }
 
     void Load()
     {
         SceneManager.LoadScene("Dungeon");
     }
 }
 
               and P.S. Play() gets called from a button
Answer by SeaPeaMe · May 12, 2019 at 05:34 AM
I dunno why, but for some reason Time.timescale was set to 0 even though there's nothing in the scene setting it to this... strange
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