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Delete all GameObjects of last scene after Application.Loadlevel("New Scene")
hey. As the title says, I have the problem that whenever I switch to a new scene in Runtime, the GameObjects of the older scenes will not be deleted but stay in the hirachy. Is there any option to do that?
Answer by smallbit · Aug 12, 2014 at 05:02 PM
http://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.htmlput this command for each gameoject you want to keep in new scene, if you have many of them make one parent and put dontdestroyonload to this parent.
Answer by Foose · Aug 12, 2014 at 05:12 PM
No, the problem is that I want to delete all but they stay :D I don't want to keep them. I will Post the Main Menu script of my first scene which I guess is the problem. Maybe you can see the failure.
public class MainMenu : MonoBehaviour
{
// Inspector tunable members //
public Texture ButtonTexture;
public Vector2 CanvasSize; // size of window on canvas
private Rect LoginButtonRect = new Rect((Screen.width / 2) - 100, (Screen.height / 2) - 21, 200, 43); // Position of login button
// position of resource indicators (not used yet)
public Vector2 ButtonStartPos; // position of first button in main menu
public float ButtonScale; // size of main menu buttons
public float ButtonYGap; // gap between buttons in main menu
public float ChallengeDisplayTime; // Number of seconds the request sent message is displayed for
public Vector2 ButtonLogoOffset; // Offset determining positioning of logo on buttons
public float TournamentStep; // Spacing between tournament entries
public float MouseScrollStep = 40; // Amount score table moves with each step of the mouse wheel
public PaymentDialog paymentDialog;
public GUISkin MenuSkin;
public int CoinBalance;
public int NumLives;
public int NumBombs;
public Texture[] CelebTextures;
public string [] CelebNames;
// Private members //
private static MainMenu instance;
private static List<object> friends = null;
private static Dictionary<string, string> profile = null;
private static List<object> scores = null;
private static Dictionary<string, Texture> friendImages = new Dictionary<string, Texture>();
private Vector2 scrollPosition = Vector2.zero;
private bool haveUserPicture = false;
private float tournamentLength = 0;
private int tournamentWidth = 512;
private int mainMenuLevel = 0; // Level index of main menu
private string popupMessage;
private float popupTime;
private float popupDuration;
enum LoadingState
{
WAITING_FOR_INIT,
WAITING_FOR_INITIAL_PLAYER_DATA,
DONE
};
private LoadingState loadingState = LoadingState.WAITING_FOR_INIT;
void Awake()
{
Util.Log("Awake");
paymentDialog = ((PaymentDialog)(GetComponent("PaymentDialog")));
Debug.Log("CONFIGURE FACEBOOK CANVAS ");
// INJECT TOP ADS
string injectionAdsFacebook =
"var headerElement = document.createElement('div'); " +
"headerElement.id = ('adsWebFacebook') ; " +
"headerElement.textContent = ('Check out our other great games: ...');" +
"headerElement.style.width = 400; " +
"headerElement.style.height = 200; " +
"headerElement.style.marginLeft = (window.innerWidth - 400)/2;" +
"headerElement.style.marginRight = (window.innerWidth - 400)/2;" +
"var body = document.getElementById('unityPlayerEmbed');" +
"var insertionPoint = body.children[0]; " +
"body.insertBefore(headerElement, insertionPoint);";
Application.ExternalEval(injectionAdsFacebook);
// Execute javascript in iframe to keep the player centered and recalculate resolution
string javaScript = @"
window.onresize = function() {
var width = window.innerWidth;
var height = window.innerHeight;
var marginX = width * 0.1;
var marginY = height *0.1;
var appWidth = " + CanvasSize.x + @";
var appHeight = " + CanvasSize.y + @";
if(appWidth > window.innerWidth){
appWidth = (( window.innerWidth - marginX) / 800) * 800;
appHeight = (appWidth *10) /16;
}
var unity = UnityObject2.instances[0].getUnity();
var unityDiv = document.getElementById(""unityPlayerEmbed"");
unity.style.width = appWidth + ""px"";
unity.style.height = appHeight + ""px"";
unityDiv.style.marginLeft = (width - appWidth)/2 + ""px"";
unityDiv.style.marginTop = (height - appHeight)/2 + ""px"";
unityDiv.style.marginRight = (width - appWidth)/2 + ""px"" ;
unityDiv.style.marginBottom = (height - appHeight)/2 + ""px"";
}
window.onresize(); // force it to resize now";
Application.ExternalCall(javaScript);
/* string changeCanvasBackground =
"var body = document.getElementsByTagName('body');" +
"body[0].style.background-image = \"url('https://tictacpuzzlesfb.parseapp.com/backgroundsFaceCanvas/spaceCanvasBack.png')\";" +
"body[0].background-size = 'cover'";
Application.ExternalEval(changeCanvasBackground); */
// allow only one instance of the Main Menu
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad (gameObject);
instance = this;
// Initialize FB SDK
enabled = false;
FB.Init(SetInit, OnHideUnity);
}
private void SetInit()
{
Util.Log("SetInit");
enabled = true; // "enabled" is a property inherited from MonoBehaviour
if (FB.IsLoggedIn)
{
Util.Log("Already logged in");
OnLoggedIn();
loadingState = LoadingState.WAITING_FOR_INITIAL_PLAYER_DATA;
}
else
{
loadingState = LoadingState.DONE;
}
}
private void OnHideUnity(bool isGameShown)
{
Util.Log("OnHideUnity");
if (!isGameShown)
{
// pause the game - we will need to hide
Time.timeScale = 0;
}
else
{
// start the game back up - we're getting focus again
Time.timeScale = 1;
}
}
void LoginCallback(FBResult result)
{
Util.Log("LoginCallback");
if (FB.IsLoggedIn)
{
OnLoggedIn();
}
}
string meQueryString = "/v2.0/me?fields=id,first_name,friends.limit(100).fields(first_name,id,picture.width(128).height(128)),invitable_friends.limit(100).fields(first_name,id,picture.width(128).height(128))";
void OnLoggedIn()
{
Util.Log("Logged in. ID: " + FB.UserId);
// Reqest player info and profile picture
FB.API(meQueryString, Facebook.HttpMethod.GET, APICallback);
LoadPictureAPI(Util.GetPictureURL("me", 128, 128),MyPictureCallback);
// Load high scores
QueryScores();
}
private void QueryScores()
{
FB.API("/app/scores?fields=score,user.limit(20)", Facebook.HttpMethod.GET, ScoresCallback);
}
void APICallback(FBResult result)
{
Util.Log("APICallback");
if (result.Error != null)
{
Util.LogError(result.Error);
// Let's just try again
FB.API(meQueryString, Facebook.HttpMethod.GET, APICallback);
return;
}
profile = Util.DeserializeJSONProfile(result.Text);
GameStateManager.Username = profile["first_name"];
friends = Util.DeserializeJSONFriends(result.Text);
checkIfUserDataReady();
}
void MyPictureCallback(Texture texture)
{
Util.Log("MyPictureCallback");
if (texture == null)
{
// Let's just try again
LoadPictureAPI(Util.GetPictureURL("me", 128, 128),MyPictureCallback);
return;
}
GameStateManager.UserTexture = texture;
haveUserPicture = true;
checkIfUserDataReady();
}
private int getScoreFromEntry(object obj)
{
Dictionary<string,object> entry = (Dictionary<string,object>) obj;
return Convert.ToInt32(entry["score"]);
}
void ScoresCallback(FBResult result)
{
Util.Log("ScoresCallback");
if (result.Error != null)
{
Util.LogError(result.Error);
return;
}
scores = new List<object>();
List<object> scoresList = Util.DeserializeScores(result.Text);
foreach(object score in scoresList)
{
var entry = (Dictionary<string,object>) score;
var user = (Dictionary<string,object>) entry["user"];
string userId = (string)user["id"];
if (string.Equals(userId,FB.UserId))
{
// This entry is the current player
int playerHighScore = getScoreFromEntry(entry);
Util.Log("Local players score on server is " + playerHighScore);
if (playerHighScore < GameStateManager.Score)
{
Util.Log("Locally overriding with just acquired score: " + GameStateManager.Score);
playerHighScore = GameStateManager.Score;
}
entry["score"] = playerHighScore.ToString();
GameStateManager.HighScore = playerHighScore;
}
scores.Add(entry);
if (!friendImages.ContainsKey(userId))
{
// We don't have this players image yet, request it now
LoadPictureAPI(Util.GetPictureURL(userId, 128, 128),pictureTexture =>
{
if (pictureTexture != null)
{
friendImages.Add(userId, pictureTexture);
}
});
}
}
// Now sort the entries based on score
scores.Sort(delegate(object firstObj,
object secondObj)
{
return -getScoreFromEntry(firstObj).CompareTo(getScoreFromEntry(secondObj));
}
);
}
void checkIfUserDataReady()
{
Util.Log("checkIfUserDataReady");
if (loadingState == LoadingState.WAITING_FOR_INITIAL_PLAYER_DATA && haveUserPicture && !string.IsNullOrEmpty(GameStateManager.Username))
{
Util.Log("user data ready");
loadingState = LoadingState.DONE;
}
}
void OnLevelWasLoaded(int level)
{
Util.Log("OnLevelWasLoaded");
if (level == mainMenuLevel && loadingState == LoadingState.DONE)
{
Util.Log("Returned to main menu");
// We've returned to the main menu so let's query the scores again
if (FB.IsLoggedIn)
QueryScores();
}
}
void OnApplicationFocus( bool hasFocus )
{
Util.Log ("hasFocus " + (hasFocus ? "Y" : "N"));
}
// Convenience function to check if mouse/touch is the tournament area
private bool IsInTournamentArea (Vector2 p)
{
return p.x > Screen.width-tournamentWidth;
}
// Scroll the tournament view by some delta
private void ScrollTournament(float delta)
{
scrollPosition.y += delta;
if (scrollPosition.y > tournamentLength - Screen.height)
scrollPosition.y = tournamentLength - Screen.height;
if (scrollPosition.y < 0)
scrollPosition.y = 0;
}
// variables for keeping track of scrolling
private Vector2 mouseLastPos;
private bool mouseDragging = false;
void Update()
{
if(Input.touches.Length > 0)
{
Touch touch = Input.touches[0];
if (IsInTournamentArea (touch.position) && touch.phase == TouchPhase.Moved)
{
// dragging
ScrollTournament (touch.deltaPosition.y*3);
}
}
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
ScrollTournament (MouseScrollStep);
}
else if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
ScrollTournament (-MouseScrollStep);
}
if (Input.GetMouseButton(0) && IsInTournamentArea(Input.mousePosition))
{
if (mouseDragging)
{
ScrollTournament (Input.mousePosition.y - mouseLastPos.y);
}
mouseLastPos = Input.mousePosition;
mouseDragging = true;
}
else
mouseDragging = false;
}
// Button drawing logic //
private Vector2 buttonPos; // Keeps track of where we've got to on the screen as we draw buttons
private void BeginButtons()
{
// start drawing buttons at the chosen start position
buttonPos = ButtonStartPos;
}
private bool DrawButton(string text)
{
// draw a single button and update our position
bool result = GUI.Button(new Rect (buttonPos.x,buttonPos.y, ButtonTexture.width * ButtonScale, ButtonTexture.height * ButtonScale),text,MenuSkin.GetStyle("menu_button"));
// Util.DrawActualSizeTexture(ButtonLogoOffset*ButtonScale+buttonPos, ButtonScale);
buttonPos.y += ButtonTexture.height*ButtonScale + ButtonYGap;
if (paymentDialog.DialogEnabled)
result = false;
return result;
}
void OnGUI()
{
GUI.skin = MenuSkin;
if (Application.loadedLevel != mainMenuLevel) return; // don't display anything except when in main menu
if (loadingState == LoadingState.WAITING_FOR_INIT || loadingState == LoadingState.WAITING_FOR_INITIAL_PLAYER_DATA)
{
GUI.Label(new Rect(0,0,Screen.width,Screen.height), "Loading...", MenuSkin.GetStyle("centred_text"));
return;
}
BeginButtons();
if(!FB.IsLoggedIn){
if (GUI.Button(LoginButtonRect, "", MenuSkin.GetStyle("button_login")))
{
FB.Login("public_profile,user_friends,email,publish_actions", LoginCallback);
}
GUI.Label(new Rect((Screen.width / 2) - 225, 100,450, 100), "Use the arrow keys to move Nubz", MenuSkin.GetStyle("centred_text"));
}
if (FB.IsLoggedIn)
{
if (DrawButton("Play"))
{
onPlayClicked();
}
if (DrawButton ("Invite Friends"))
{
onChallengeClicked();
}
if (DrawButton ("Highscore"))
{
onHighScoreClicked();
}
/* if (GameStateManager.Score > 0)
{
if (DrawButton ("Brag"))
{
onBragClicked();
}
} */
// TournamentGui();
}
DrawPopupMessage();
}
public void AddPopupMessage(string message, float duration)
{
popupMessage = message;
popupTime = Time.realtimeSinceStartup;
popupDuration = duration;
}
public void DrawPopupMessage()
{
if (popupTime != 0 && popupTime + popupDuration > Time.realtimeSinceStartup)
{
// Show message that we sent a request
Rect PopupRect = new Rect();
PopupRect.width = 800;
PopupRect.height = 100;
PopupRect.x = Screen.width / 2 - PopupRect.width / 2;
PopupRect.y = Screen.height / 2 - PopupRect.height / 2;
GUI.Box(PopupRect,"",MenuSkin.GetStyle("box"));
GUI.Label(PopupRect, popupMessage, MenuSkin.GetStyle("centred_text"));
}
}
void TournamentGui()
{
GUILayout.BeginArea(new Rect((Screen.width - 450),0,450,Screen.height));
Rect boxRect = new Rect();
if(scores != null)
{
var x = 0;
foreach(object scoreEntry in scores)
{
Dictionary<string,object> entry = (Dictionary<string,object>) scoreEntry;
Dictionary<string,object> user = (Dictionary<string,object>) entry["user"];
string name = ((string) user["name"]).Split(new char[]{' '})[0] + "\n";
string score = "Smashed: " + entry["score"];
boxRect = new Rect(0, 121+(TournamentStep*x)-scrollPosition.y , 100,128);
// Background box
GUI.Box(boxRect,"",MenuSkin.GetStyle("tournament_entry"));
// Text
GUI.Label (new Rect(24, 136 + (TournamentStep * x) - scrollPosition.y, 100,128), (x+1)+".", MenuSkin.GetStyle("tournament_position")); // Rank e.g. "1.""
GUI.Label (new Rect(250,145 + (TournamentStep * x) - scrollPosition.y, 300,100), name, MenuSkin.GetStyle("tournament_name")); // name
GUI.Label (new Rect(250,193 + (TournamentStep * x) - scrollPosition.y, 300,50), score, MenuSkin.GetStyle("tournament_score")); // score
Texture picture;
if (friendImages.TryGetValue((string) user["id"], out picture))
{
GUI.DrawTexture(new Rect(118,128+(TournamentStep*x)-scrollPosition.y,115,115), picture); // Profile picture
}
x++;
}
}
else GUI.Label (new Rect(180,270,512,200), "Loading...", MenuSkin.GetStyle("text_only"));
// Record length so we know how far we can scroll to
tournamentLength = boxRect.y + boxRect.height + scrollPosition.y;
GUILayout.EndArea();
}
// React to menu buttons //
private void onPlayClicked()
{
Util.Log("onPlayClicked");
Application.LoadLevel("level1");
GameStateManager.Instance.StartGame();
}
private void onHighScoreClicked ()
{
Application.LoadLevel("highScore");
}
private void onBragClicked()
{
Util.Log("onBragClicked");
FB.Feed(
linkCaption: "I just smashed " + GameStateManager.Score.ToString() + " friends! Can you beat it?",
picture: "http://www.friendsmash.com/images/logo_large.jpg",
linkName: "Checkout my Friend Smash greatness!",
link: "http://apps.facebook.com/" + FB.AppId + "/?challenge_brag=" + (FB.IsLoggedIn ? FB.UserId : "guest")
);
}
private void onChallengeClicked()
{
FB.AppRequest(
to: null,
filters : "",
excludeIds : null,
message: "Friend Smash is smashing! Check it out.",
title: "Play Friend Smash with me!",
callback:appRequestCallback
);
// }
}
private void appRequestCallback (FBResult result)
{
Util.Log("appRequestCallback");
if (result != null)
{
var responseObject = Json.Deserialize(result.Text) as Dictionary<string, object>;
object obj = 0;
if (responseObject.TryGetValue ("cancelled", out obj))
{
Util.Log("Request cancelled");
}
else if (responseObject.TryGetValue ("request", out obj))
{
AddPopupMessage("Request Sent", ChallengeDisplayTime);
Util.Log("Request sent");
}
}
}
public static void FriendPictureCallback(Texture texture)
{
GameStateManager.FriendTexture = texture;
}
delegate void LoadPictureCallback (Texture texture);
IEnumerator LoadPictureEnumerator(string url, LoadPictureCallback callback)
{
WWW www = new WWW(url);
yield return www;
callback(www.texture);
}
void LoadPictureAPI (string url, LoadPictureCallback callback)
{
FB.API(url,Facebook.HttpMethod.GET,result =>
{
if (result.Error != null)
{
Util.LogError(result.Error);
return;
}
var imageUrl = Util.DeserializePictureURLString(result.Text);
StartCoroutine(LoadPictureEnumerator(imageUrl,callback));
});
}
void LoadPictureURL (string url, LoadPictureCallback callback)
{
StartCoroutine(LoadPictureEnumerator(url,callback));
}
}
Than do the opposite , remove DontDestroyOnLoad (gameObject); from every script. In this script here is in line 147
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