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Question by importguru88 · Jun 18, 2016 at 05:36 AM · c#sceneloading

How do I make scenes load on pc in C# / Scenes wont load

alt text

alt text

I don't have any errors . The problem I am having is the scenes with not load when the countdown timer reaches zero and number has to be below the number I got set for . So if the number is higher than number I set for scene changes but the thing is the timer gotta be at zero. I got two UI text as you can see . I got everything in my build settings and I add don't destroy on load in the awake function. I am accessing the score script and clock script from the test script. I did a gameobject tag for the score , because I am accessing the score script within the same object . The scene is still not changing . I don't know what is going on here are my scripts :

using UnityEngine; using System.Collections; using UnityEngine.UI; using UnityEngine.SceneManagement; public class Test : MonoBehaviour {

private MyClockScript myClock; public GameObject Score; private ScoreManagerScript scoremanager; void Awake () { myClock = GetComponent(); GameObject Score = GameObject.FindWithTag("Tip"); scoremanager = GetComponent();

 }
 

 void Update () 
 {
     if (myClock.m_leftTime < 0 && 0 < ScoreManagerScript.score)

     {

         SceneManager.LoadScene("j");
         
     }
     

}

}

using UnityEngine; using System.Collections; using UnityEngine.UI; public class MyClockScript : MonoBehaviour { public int Minutes = 0; public int Seconds = 0;

   private Text    m_text;
   public float   m_leftTime;
  
   public void Awake()
   {
       m_text = GetComponent<Text>();
       m_leftTime = GetInitialTime();
     DontDestroyOnLoad(gameObject);
   
   }
  
   public void Update()
   {
       if (m_leftTime > 0f)
       {
           //  Update countdown clock
           m_leftTime -= Time.deltaTime;
           Minutes = GetLeftMinutes();
           Seconds = GetLeftSeconds();
  
           //  Show current clock
           if (m_leftTime > 0f)
           {
               m_text.text = "Time : " + Minutes + ":" + Seconds.ToString("00");
           }
           else
           {
               //  The countdown clock has finished
               m_text.text = "Time : 0:00";
           }
       }
   }
  
   private float GetInitialTime()
   {
       return Minutes * 60f + Seconds;
   }
  
   private int GetLeftMinutes()
   {
       return Mathf.FloorToInt(m_leftTime / 60f);
   }
  
   private int GetLeftSeconds()
   {
       return Mathf.FloorToInt(m_leftTime % 60f);
   }

}

using UnityEngine; using System.Collections; using UnityEngine.UI;

public class ScoreManagerScript : MonoBehaviour {

  public static int score;
  


  private Text text;
  
  void Awake()
  {
      text = GetComponent <Text> ();
      score = 0;
     DontDestroyOnLoad(gameObject);

  }
  

  
  void Update()
  {
     text.text = "Score: " + score;
      Debug.Log("Score: " + score);
  }
 
  
 }
take.png (250.8 kB)
build-settings.png (215.6 kB)
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Answer by TaleOf4Gamers · Jun 19, 2016 at 04:50 AM

Firstly, I would make sure that all your scenes are in the build menu. Then add a Debug.Log to where you want to load the scene to make sure that the If's requirements are actually being met.

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Answer by mwnDK1402 · Jun 18, 2016 at 08:31 PM

It doesn't seem like you're changing the score anywhere, and you require the score to be greater than zero before you load the scene. I think that's your problem.

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