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Question by $$anonymous$$ · Sep 20, 2016 at 02:30 PM · c#booleantransitionloading screen

Loading screen - Wait for script bool to be true before showing the scene?

Hi. What I'm wondering about is how can I make a loading screen that waits until a script from the scene being 'loaded' is bool true?

I have a public bool called worldGenHasFinished(), that when it's set to true it has finished loading the terrain.

How do I make it like this pattern: MainMenu scene > Loading scene (wait until worldGenHasFinished from world scene) > Load the world scene.

Please let me know if there's anything more you'd like to know or if you misunderstood anything, then I'll try and explain further.

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Answer by TranceDreams · Sep 21, 2016 at 10:15 AM

Have you tried using a coroutine?

 import UnityEngine.SceneManagement; // must use this in script
 
 
 function WaitForNewScene(){
 
 while(yourScript.worldGenHasFinished != true ){  yield;}
   worldGenHasFinished = true;
   SceneManager.LoadScene(nextWorld);
 }

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avatar image $$anonymous$$ · Sep 21, 2016 at 06:46 PM 0
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I have a Coroutine in the Update() function that then goes to IEnumerator LoadNewScene()

 IEnumerator LoadNewScene() {
         while (worldGenerator.worldGenHasFinished != true) {
             yield return null;
             worldGenerator.worldGenHasFinished = true;
             Scene$$anonymous$$anager.LoadScene(scene);
         }

This doesn't work. How can I get the WorldGen to "get the call" to the loading scene so that it runs?

I'm not getting the Debug.Log message from the script that tells that WorldGen is working.

I called the WorldGenerator script and then got the component of it in the Start() function

 private WorldGenerator worldGenerator;
 
     void Start() {
         worldGenerator = GetComponent<WorldGenerator> ();
     }

The WorldGenerator script has a Coroutine aswell that starts the whole process, maybe that's what I need to call? Not sure how you call a Coroutine though.

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