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Question by cesarcastro15 · Mar 29, 2019 at 08:35 PM · scene-loadingscene-switchingscene load

Scene freezes after loaded

I recently downloaded two unity projects from GitHub (https://github.com/EvanBacon/Expo-Crossy-Road,https://github.com/dgkanatsios/MatchThreeGame*). I would like to add these games as minigames inside my own project that I already have done. So I copied both of their Assets folders into my game, and then I tried their main scenes* and they worked fine. Then I added these scenes to my build settings, and I tried to open them programmatically from my old game. The minigame scene loads fine but after 1 second (maybe less) it freezes and gets unresponsive. However, the editor (unity) still works fine so I guess there is no infinite loop going on. I have already verified that the github projects are actually Android Build as my own. Is there an special way to import someone else's projects into your own? In here I leave some pictures of my projects Assets folder and where I manually copied the github projects, as well as the build settings with the scenes number.![alt text][1] Also a screen record video of my problem https://youtu.be/O5yf0piHFrk.

![alt text][2]Here are my two functions where I load the scenes.

 public void ShowMiniGameMatch3()
     {
         Debug.Log("Showing MINIGAME Match3");
         SceneManager.LoadScene(SceneMatch3);
     }
 
 
     public void ShowMiniGameCrossTheStreet()
     {
         Debug.Log("Showing MINIJUEGO CrossTheStreet");
         SceneManager.LoadScene(SceneCrossTheStreet);
     }

This is part of the log file generated by the editor.

 Asset Import (Scripting) time: 0.000000s (count: 0)
 Post Processs Assets (Scripting) time: 0.000000s
 Asset Rehashing: 0.000000s [0 B, 0.000000 mb/s]
 Asset Import (Non Scripting) time: 0.000000s (count: 0)
 Post Process Assets (Non Scripting) time: 0.000000s
 Dependent Assets to Import Queue time: 0.000000s

 [remote] error: Init socket failed Mostrando MINIJUEGO Match3 UnityEngine.DebugLogHandler:Internal_Log() UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameManager_MiniGames:ShowMiniGameMatch3() (at Assets\Scripts\GameManager_Principal\GameManager_MiniGames.cs:37) UnityEngine.Events.InvokableCall:Invoke() (at C:\buildslave\unity\build\Runtime\Export\UnityEvent.cs:166) UnityEngine.Events.UnityEvent:Invoke() (at C:\buildslave\unity\build\Runtime\Export\UnityEvent_0.cs:58) UnityEngine.UI.Button:Press() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:66) UnityEngine.UI.Button:OnPointerClick(PointerEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\UI\Core\Button.cs:108) UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:50) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\ExecuteEvents.cs:261) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:613) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:510) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:490) UnityEngine.EventSystems.StandaloneInputModule:Process() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\InputModules\StandaloneInputModule.cs:254) UnityEngine.EventSystems.EventSystem:Update() (at C:\buildslave\unity\build\Extensions\guisystem\UnityEngine.UI\EventSystem\EventSystem.cs:377) (Filename: Assets/Scripts/GameManager_Principal/GameManager_MiniGames.cs Line: 37)
 
 LightmapEditorSettings: switching bake backend from 1 to 0. Unloading 79 Unused Serialized files (Serialized files now loaded: 0) UnloadTime:
 5.412600 ms System memory in use before: 91.1 MB. System memory in use after: 90.1 MB.
 
 Unloading 365 unused Assets to reduce memory usage. Loaded Objects now:
 2836. Total: 10.534400 ms (FindLiveObjects: 0.606800 ms CreateObjectMapping: 0.099600 ms MarkObjects: 9.395800 ms  DeleteObjects: 0.431100 ms)
 
   [1]: /storage/temp/135502-error1.jpg [2]: /storage/temp/135505-error2.jpg



error2.jpg (18.8 kB)
error1.jpg (22.8 kB)
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avatar image xxmariofer · Mar 29, 2019 at 10:58 AM 0
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you need to tell us whats happening, and whats exactly happening, why is freezing. isnt there any errors/logs?

avatar image cesarcastro15 xxmariofer · Mar 29, 2019 at 02:39 PM 0
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No @xxmariofer , there is no errors/logs no nothing in unity's console. I even tried in vane saving the github projects as unitypackage and then import them to my main project.

avatar image xxmariofer cesarcastro15 · Mar 29, 2019 at 03:09 PM 0
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What do yoy mean by gets unresponsive?

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Answer by cesarcastro15 · Mar 31, 2019 at 10:10 PM

So for some weird stuff going on, Time scale was set to 0, what you should do to solve the problem in a quick way is set it back to 1 using Time.timeScale = 1 statement. However I should warn you all that this is just a work around as this cannot be the real solution. If somebody knows why in hell this is happening please let me know in this post. Special thanks to @xxmariofer for pointing me in the right direction and to @RobAnthem for confirming what I lately discovered. Here is a similar post: https://answers.unity.com/questions/717046/animator-state-freezing-blue-bar-progress-bar-not.html

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