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Question by shieldgenerator7 · Nov 02, 2016 at 02:53 AM · scene-loadingtriggersscene-change

How to unload a level after leaving a trigger area?

I have a game that will have several massive levels that flow right into each other (it's a Metroidvania game), and so I need to unload levels when the character leaves those areas, so that it doesn't crash the game due to using too much memory.

I've already tried:

 void OnTriggerExit2D(Collider2D coll)
     {
          SceneManager.UnloadScene(sceneIndex);
     }

However, I read somewhere that you can't call UnloadScene from physics triggers for some reason. https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.UnloadScene.html

But they say to use UnloadSceneAsync, which doesn't exist. The link in the documentation is broken and my program won't compile when I try to use it.

How to go about this? How does one unload a scene after the character leaves it?

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Answer by JincSoft · Nov 02, 2016 at 07:33 AM

Something like this (untested):

 void Update()
 {
      if(flag)
     {
         //prevents multiple calls to UnloadScene
         flag = false;
         SceneManager.UnloadScene(sceneIndex);
     }
 }
 
 
  void OnTriggerExit2D(Collider2D coll)
      {
           flag = true;
      }


Not the prettiest but it should work.

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avatar image shieldgenerator7 · Nov 02, 2016 at 04:03 PM 0
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I was hoping for a better answer, but this workaround should work if there is no other better answer. Thanks for suggesting this! I can't believe I didn't already think of this!

avatar image JincSoft shieldgenerator7 · Nov 02, 2016 at 05:05 PM 0
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I looked for the UnloadAsync command but it seems to have disappeared off the face of the planet. Another thing to try is

       void OnTriggerExit2D(Collider2D coll)
           {
                Unload$$anonymous$$yScene();
           }
     
     
     void Unload$$anonymous$$yScene()
     {
         //if sceneIndex is public this may work, if not just pass it into the function
         Scene$$anonymous$$anager.UnloadScene(sceneIndex);
     }
 

This way you technically aren't calling it from a callback.

Edit: code formatting is a pain to get right

avatar image templewulf JincSoft · Jan 14, 2017 at 11:12 PM 0
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I have a static class that manages scene transitions, and calling those methods did not prevent this problem. It really seems like flags or coroutines are your only options.

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