Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by vithorescames · Dec 20, 2016 at 08:31 AM · scenemenufloatreloadrefresh

Float var not decreasing when reload a scene

Hello guys.

In my game, has a start menu with a variable called refresh and it's value is decreased every frame while the scene is active, until this ok. In game, player can return to menu with pause, but when he returns the var refresh isn't being decreased, it is "locked" at inicial value. Why is this occurring? I am loading scene normally with SceneManager and decreasing in Update.

Thanks!

OBS: The void 'load' is the function called when player clicks on 'new game' button, the var 'clicou' is being true normally, but var refresh is not being decreased

 using UnityEngine;
 using UnityEngine.SceneManagement;
 using System.Collections;
 
 public class TrocaDeCena : MonoBehaviour 
 {
 
     private float refresh = 5f;
     private bool clicou = false;
     
     // Use this for initialization
     void Start ()
     {
 
         refresh = 5f;
             
     }
 
     // Update is called once per frame
     void Update()
     {        
         if (clicou) {
                 
             refresh -= Time.deltaTime;
 
             if (refresh <= 0) {
                     SceneManager.LoadScene ("general-ravana");
             }
         }
     }
 
     public void load()
     {        
         if (clicou == false) {
             clicou = true;
         }
     }
   
 }

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image tanoshimi · Dec 20, 2016 at 08:32 AM 2
Share

If you want help with an error in your code, you need to show us your code...

avatar image vithorescames tanoshimi · Dec 20, 2016 at 03:36 PM 0
Share

I didn't post the code because i was wondering that error was very usual, but I will post anyway, sorry

avatar image tanoshimi vithorescames · Dec 20, 2016 at 10:35 PM 0
Share

And when you return to the scene, is clicou true or false? Is load() being called when you click the button?

Show more comments

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by tanoshimi · Dec 20, 2016 at 10:54 PM

There's nothing wrong with your code, and your additional comments suggest every variable has the right value and methods are called correctly. However, one detail in your description alerted me: "player can return to menu with pause, but when he returns the var refresh isn't being decreased".

Based on this, I'm going to hazard a guess... do you set Time.timeScale = 0 in the pause menu before reloading this scene? If so, Update() functions are no longer going to be refreshed. If I'm correct, you simply need to restore the correct timescale before reloading the scene.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image vithorescames · Dec 21, 2016 at 03:23 AM 0
Share

Yeah, definitely the pause was the problem, thank you so much! I didn't know if i change time scale in a scene, it will be changed in another scene too. Am I correct?

avatar image
0

Answer by vithorescames · Dec 21, 2016 at 07:34 AM

Yeah, definitely the pause was the problem, thank you so much! I didn't know if i change time scale in a scene, it will be changed in another scene too. Am I correct?

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Button OnClick() Scripts lose assignments on scene reload 1 Answer

GameManager and scene design issue. 1 Answer

Getting a slider value from a different scene 1 Answer

Returning to main menu 1 Answer

How to reference public floats to different scripts in different scenes? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges