Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by dangerdex · Feb 09, 2017 at 07:25 PM · androidbugscene-loading

Why is my scene loading differently on Android than other platforms?

Hello there,

I'm running into quite a strange bug on my project.

The long and short of it is that I have two game scenes. GS1 and GS2.

GS1 and GS2 both contain many of the same game objects. For example, Characters that have the same names and components will appear in GS1 as well as GS2.

At one point, the player takes an action in GS1 that causes GS2 to be loaded. This is performed as a Single model scene load, not an Additive scene load. I am causing this load specifically with the code

SceneManager.LoadScene("gs2"); ​ After this load occurs, I would expect that the first scene is replaced entirely by the second scene. This is what happens on the editor & native OSX builds, and it it what used to happen on Android. Something different happens now on Android, however.

On all Android devices which I've run the game on, of which there are three, when the screen fades out for scene load and then comes back, the player's position hasn't changed. Neither have the positions of other NPC character objects in the game whose names appear in GS1 and GS2. The stranger thing is that both copies of the objects do not exist. For example, there is a character named P who has a different location in GS1 and GS2. Under normal circumstances, when I load GS2 P exists in the location seen in the editor while editing GS2. However, on Android, loading GS2 results in a world in which only one version of P exists, and it has the location in the game world from GS1.

To make matters even stranger, when I revert back to a previous version of my codebase in which I absolutely am certain that this was working on Android (I made an APK and distributed it myself), I am now observing this behavior. I deleted the entire code base, redownloaded it from version control, and uninstalled and reinstalled Unity, and still I am getting this bug.

I even tried deleting every single game object before loading the next scene, and the strange behavior described above still exists on Android and only on Android.

This is quite a doozy so any help is appreciated. Thanks a lot in advance Unity community.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

149 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

My game randomly crashes on some devices why ? and how do i fix ? 1 Answer

Bug unity 5.2.1 Rendering UI With android 4.1.2 Jelly Bean 1 Answer

LoadScene not working 0 Answers

Unity Ads can be instantly clicked away from user 2 Answers

Bug : Calling WWW.Dispose() freeze ALL Android devices. (when WWW.isDone is not yet equal to true) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges