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Question by Nareice J Wint · Feb 10, 2013 at 12:53 AM · timercountdownlevel load

Countdown to start level

Hi there,

I have a script to have the 3.. 2...1 GO!

But the level loads straight away. I want the level to hold all controls until the go has finished. How do i go about doing this? Where about do I put "start level" in the script. Sorry, I'm not a programmer more a designer :3

 var Text : GUIText;
 private var starttime = false;
  
 function Start()
 {
     starttime = true;
  
     if (starttime == true)
     {
        StartCoroutine("CountDown");
     }
 }
  
 function CountDown()
 {
     yield WaitForSeconds(1);
     Text.text = "3";
     yield WaitForSeconds(1);
     Text.text = "2";
     yield WaitForSeconds(1);
     Text.text = "1";
     yield WaitForSeconds(1);
     Text.text = "GO!";
 }

Thank you very much :)

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Answer by FL · Feb 10, 2013 at 01:14 AM

The GUI elements need to be in a camera. Add this one in the main camera.

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avatar image Nareice J Wint · Feb 10, 2013 at 01:33 AM 0
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It works perfectly fine :) But i want to hold all the controls until the go is finished if that's able?

avatar image FL · Feb 10, 2013 at 02:01 AM 0
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You need to set some flag (like the canControl in Standart Assets>Character Controllers>Character$$anonymous$$otor.js) to disable your controller movement before the countdown and enable after the countdown.

avatar image Nareice J Wint · Feb 10, 2013 at 02:09 AM 0
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Ah, i'm using the Unity car script. So would i go into the Car.js and do it there? Thank you for your help :)

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