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Question by Gman0064 · Apr 15, 2016 at 02:11 AM · playerprefsload scenemain thread

Issues with Calling From Main Thread

Hello!

I'm working on a script that handles the meat of my saves in my game. I want the user to be able to click a button in the pause menu to save the game, and have the script load a GUI Canvas saying "No Save Data Found", or load the saved level string. When I run the function however, it gives me this error:

 ArgumentException: INTERNAL_CALL_GetActiveScene can only be called from the main thread.
 Constructors and field initializers will be executed from the loading thread when loading a scene.
 INTERNAL_CALL_GetActiveScene can only be called from the main thread.
 Constructors and field initializers will be executed from the loading thread when loading a scene.
 

I'm not really sure what's happening, or what I can do to fix it. If anyone can figure out a fix, that would be awesome!

Script (Sample):

 using UnityEngine;
 using System.Collections;
 using UnityEngine.SceneManagement;
 
 public class SaveAndLoad : MonoBehaviour {
 
     Scene myscene = SceneManager.GetActiveScene();
     public string LoadChecker = "false";
 
     public void LoadSavedGame() {
         LoadChecker = PlayerPrefs.GetString("LoadChecker");
         if (LoadChecker == null) {
             Debug.Log("No Save Data Available To Load From");
         } else {
             SceneManager.LoadScene(PlayerPrefs.GetString("LoadString"));
         }
     }
 
     public void SaveLevelData() {
         if (myscene.name == "level1") {
             PlayerPrefs.SetString("LoadString", myscene.name);
             LoadChecker = "true";
             PlayerPrefs.SetString("LoadChecker", LoadChecker);
             PlayerPrefs.Save();
             Debug.Log("Working");
         }
 
         if (myscene.name == "level2") {
             PlayerPrefs.SetString("LoadString", myscene.name);
             LoadChecker = "true";
             PlayerPrefs.SetString("LoadChecker", LoadChecker);
             PlayerPrefs.Save();
         }
     }
 }
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Answer by Kurdle_4855 · Apr 15, 2016 at 04:42 AM

Set your 'myscene' variable in Start instead of outside. Example:

 Scene myscene;
 
 void Start()
 {
 myscene = SceneManager.GetActiveScene();
 }

That should fix it. :)

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Answer by Bunny83 · Apr 15, 2016 at 03:55 AM

Well, just as the error said:

Constructors and field initializers will be executed from the loading thread when loading a scene.

In this line:

 Scene myscene = SceneManager.GetActiveScene();

you call SceneManager.GetActiveScene() inside the field initializer. You should call it inside a method instead. So either call it in "Awake" or directly inside your SaveLevelData method.

 Scene myscene;
 
 void Awake()
 {
     myscene = SceneManager.GetActiveScene();
 }
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