Question by 
               importguru88 · Feb 22, 2016 at 06:56 PM · 
                erroreditoreditor-scripting  
              
 
              Error BCW0012 'UnityEngine.Application.LoadLevel(String)' is obsolete. Use SceneManager.LoadScene
@script AddComponentMenu("ControlFreak-Demos-JS/DemoSwipeMenuJS")
public class DemoSwipeMenuJS extends MonoBehaviour { public var ctrl : TouchController; public var menu : SwipeMenuJS; public var guiSkin : GUISkin;
 //private var    itemWidth    : float;
 
 public var    imgFpp            : Texture2D;
 public var    imgRpg            : Texture2D;
 public var    imgMap            : Texture2D;        
 public var    imgDualStick    : Texture2D;
 public var     fadeInDuration    : float    = 1;
 private var fadeInTimer        : AnimTimer;
 private static var    MENU_SCENE_NAME            : String    = "CF-Demo-JS-Menu";
 private static var    FPP_DEMO_SCENE_NAME        : String    = "CF-Demo-JS-FPP";
 private static var    RPG_DEMO_SCENE_NAME     : String    = "CF-Demo-JS-RPG";
 private static var    MAP_DEMO_SCENE_NAME     : String     = "CF-Demo-JS-Map";
 private static var    DSS_DEMO_SCENE_NAME        : String    = "CF-Demo-JS-Dual-Stick-Shooter";
 private static var    EXIT_SCREEN_SCENE_NAME    : String     = "CF-Demo-Exit-Screen";
 
 public static var ITEM_DSS        : int    = 0;
 public static var ITEM_FPP        : int    = 1;
 public static var ITEM_RPG        : int    = 2;
 public static var ITEM_MAP        : int    = 3;
 public static var ITEM_COUNT    : int    = 4;
 
 
 
 // --------------
 static public function LoadMenuScene() : void
     {
     Application.LoadLevel(MENU_SCENE_NAME);
     }
 // ------------------
 function Start() : void
     {
     // Init swipe menu ...
     //this.itemWidth = Screen.width * 0.9f;
     this.menu.Init(ITEM_COUNT, 0, Screen.width, this.ctrl.GetDPI(), false);
     // Init fade-in timer...
     this.fadeInTimer.Start(this.fadeInDuration);
     }
 
 // ---------------
 private function StartDemo(sceneName : String) : void
     {
if UNITY_EDITOR
    if (!EditorApplication.isPlaying)
         return;
endif
     Application.LoadLevel(sceneName);
     }
 // ---------------
 function Update() : void    
     {
     // If controller's layout changed, reset menu's width...
     if ((this.ctrl != null) && this.ctrl.LayoutChanged())
         {
         this.menu.SetWindowSize(Screen.width, this.ctrl.GetDPI());
         }
     // Fade-in phase...
     if (this.fadeInTimer.Enabled)
         {
         this.fadeInTimer.Update(Time.deltaTime);
         if (this.fadeInTimer.Completed)
             this.fadeInTimer.Disable();
         }
     // Control...
     else
         {
         if (Input.GetKeyUp(KeyCode.Escape))
             {
             Application.LoadLevel(EXIT_SCREEN_SCENE_NAME);
             return;
             //Application.Quit();
             }
 
         // Get first and the only one touch zone (no need for IDs)...
 
         var zone : TouchZone = this.ctrl.GetZone(0);
 
 
         // Handle tap...
 
         if (zone.JustTapped())    
             {
             this.menu.OnTap();
             }
         
         // Handle unified-touch press...
 
         if (zone.JustUniPressed(false, false))
             this.menu.OnPress();
 
         //     If unified-touch moved, use it's drag delta...
     
         if (zone.UniDragged())
             this.menu.Move(-zone.GetUniDragDelta(TouchCoordSys.SCREEN_PX, false).x);
 
 
         // On unfied-touch release, get released drag velocity to detect those quick swipes...
 
         else if (zone.JustUniReleased(true, true))
             {
             this.menu.OnRelease(-zone.GetReleasedUniDragVel(TouchCoordSys.SCREEN_PX, false).x);        
             }
         }
     // If swipe-menu completed - go to selected mode...
     this.menu.UpdateMenu();
     if (this.menu.JustCompleted())
         {
         switch (this.menu.GetCurItem())
             {
             case ITEM_FPP : 
                 this.StartDemo(FPP_DEMO_SCENE_NAME);
                 break;
 
             case ITEM_RPG : 
                 this.StartDemo(RPG_DEMO_SCENE_NAME);
                 break;
             case ITEM_DSS : 
                 this.StartDemo(DSS_DEMO_SCENE_NAME);
                 break;
     
             case ITEM_MAP : 
                 this.StartDemo(MAP_DEMO_SCENE_NAME);
                 break;
             }
         }
     }
 // ---------------
 function OnGUI() : void    
     {
     GUI.skin = this.guiSkin;
     GUI.color = (this.fadeInTimer.Enabled ? 
         new Color(1,1,1, this.fadeInTimer.Nt) : Color.white);
 
     var topY : float = (this.fadeInTimer.Enabled ? 
         Mathf.Lerp(Screen.height, 0, this.fadeInTimer.Nt) : 0);
     var startX : float = (Screen.width * 0.5f) - (this.menu.windowSize * 0.5f) + 
         -this.menu.displayPos;
     
     var windowRect : Rect = new Rect(startX, topY, this.menu.windowSize, Screen.height * 0.66f); 
     for (var i : int = 0; i < ITEM_COUNT; ++i)
         {
         var img         : Texture2D = null;
         var descText     : String     = "";
         switch (i)
             {
             case ITEM_FPP : 
                 img = this.imgFpp; descText = FPP_DEMO_DESCRIPTION; break;
             case ITEM_RPG : 
                 img = this.imgRpg; descText = RPG_DEMO_DESCRIPTION; break;
             case ITEM_MAP : 
                 img = this.imgMap; descText = MAP_DEMO_DESCRIPTION; break;
             case ITEM_DSS : 
                 img = this.imgDualStick; descText = DSS_DEMO_DESCRIPTION; break;
             }
         var buttonScale : float = 1.0f;
         
         
         if (( this.menu.Selected()) && (i == this.menu.curItem))
             {
             buttonScale = 1.0f - Mathf.Clamp01(this.menu.GetTimeSinceSelection() / this.menu.completionDuration);
             buttonScale *= buttonScale;
             }
         else
             {
             }
         var buttonRect : Rect = windowRect;
         buttonRect.width *= buttonScale;
         buttonRect.height *= buttonScale;
         buttonRect.x = windowRect.center.x - buttonRect.width * 0.5f;
         buttonRect.y = windowRect.center.y - buttonRect.height * 0.5f;
         GUI.DrawTexture(buttonRect, img, ScaleMode.ScaleToFit);
         GUI.Box(new Rect(windowRect.x, topY + (Screen.height * 0.65f), //y + (0.6f * windowRect.height), 
             windowRect.width,  Screen.height * 0.35f), //windowRect.height * 0.35f), 
             descText);
         windowRect.x += this.menu.windowSize;
         } 
     }
 
 // --------------------
 private static var    FPP_DEMO_DESCRIPTION : String    = 
     "FPP DEMO\nDynamic Stick, tapping, dragging, etc.";
 private static var     RPG_DEMO_DESCRIPTION : String =
     "RPG DEMO\nDynamic Stick, Tap, Pinch, Canceling";
 private static var MAP_DEMO_DESCRIPTION    : String = 
     "MAP DEMO\nTwist, Pinch, Drag, Double Tap, Multi-finger Tap";
 private static var DSS_DEMO_DESCRIPTION    : String = 
     "DUAL STICK SHOOTER DEMO\nSimple Dual Sticks and Pause Button.";
 }
               Comment
              
 
               
              Answer by Landern · Feb 22, 2016 at 07:04 PM
Unity changed the load scene/level code a little bit ago and will require a change.
Add an import to the header of your java/unity script that includes UnityEngine.SceneManagement.
 import UnityEngine.SceneManagement;
Replace the code that uses LoadLevel with the below.
 Line 30:
 Application.LoadLevel(MENU_SCENE_NAME);
with
 SceneManager.LoadScene(MENU_SCENE_NAME);
 And the other line 30:
 Application.LoadLevel(EXIT_SCREEN_SCENE_NAME);
with
 SceneManager.LoadScene(EXIT_SCREEN_SCENE_NAME);
 Line 3:
 Application.LoadLevel(sceneName);
with
 SceneManager.LoadScene(sceneName);
Would you know how to do it with my code?
 import UnityEngine.Scene$$anonymous$$anagement;
 
 function OnTriggerEnter (col : Collider) {
 
             Debug.Log(col.gameObject.name);
             if(col.gameObject.name == "$$anonymous$$ey");
             {
                 
                 Scene$$anonymous$$anager.LoadScene(1);
               
             }
         }
Your answer
 
 
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