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Question by Benny_Whenny · Oct 30, 2018 at 06:20 AM · c#not workingfunction call

Unable to call function from another script

I have encountered a problem where my request to call a function (parses a string) from a separate script is ignored. It works fine in other scenes and from other scripts but this one just doesn't call it, no error or anything. here is my code. this is the one that calls the function: P.S Return and NextLevel are called by ui buttons and LevelComplete is called from another script.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class LevelCompletion : MonoBehaviour {
 
     Scene CurrentScene;
 
     public string LevelSelectSceneName;
 
     [SerializeField]
     private GameObject SceneFadeManager;
 
     public GameObject LevelCompleteUI;
 
     public string NextLevelName;
 
     private GameObject EndLevelTrigger;
 
     private GameObject Player;
 
     private void Awake()
     {
         EndLevelTrigger = GameObject.FindGameObjectWithTag("LevelEnd");
         SceneFadeManager = GameObject.FindGameObjectWithTag("SceneFadeEngine");
     }
 
     private void Update()
     {
         if (EndLevelTrigger.GetComponent<EndLevelTrigger>().Istriggered == true)
         {
             LevelCompleted();
         }
     }
 
     public void LevelCompleted ()
     {
         PlayerPrefs.SetInt(NextLevelName, 1); //Set the next uncompleted level to the next level
         LevelCompleteUI.SetActive(true); //Enable Level Complete UI
         Time.timeScale = 0f; //Freeze The game
     }
 
     public void NextLevel ()
     {
         //SceneManager.LoadScene(NextLevelName);
 
         //Use Scene Fade Engine to load the next level
         SceneFadeManager.GetComponent<SceneLoadFade>().LoadSceneByName(NextLevelName);
     }
 
     public void Return ()
     {
         //SceneManager.LoadScene(LevelSelectSceneName);
         Debug.Log("Returning To "+LevelSelectSceneName);
         //Use Scene Fade Engine to load the level select scene
         SceneFadeManager.GetComponent<SceneLoadFade>().LoadSceneByName("Pack1");
     }
     
 }
 

The Debug.Log part works fine but the function call does nothing. I have confirmed that it is not a reference issue. Here is the code that contains the function: P.S OnFadeComplete is called by the Animation/Animator when the animation is finished

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class SceneLoadFade : MonoBehaviour {
 
     //Reference to animator
     private Animator FadeAnim;
 
     //Enum to store whether we are loading the scene by its build index (int) or it's name (string)
     public enum SceneLoadMode {Name, Index}
 
     //String name of scene to load
     private string SceneName;
 
     //Interger index of scene to load
     private int SceneIndex;
 
     //Instantiating the SceneLoadMode enum
     private SceneLoadMode sceneLoadMode;
 
     private void Awake()
     {
         FadeAnim = GetComponent<Animator>();
     }
 
     //Called when scene is being loaded by name
     public void LoadSceneByName (string _sceneName)
     {
         FadeAnim.SetTrigger("FadeOut"); //Trigger fade out animation
         SceneName = _sceneName; //Store name of scene for later use
         sceneLoadMode = SceneLoadMode.Name;
     }
     
     //Called when scene is being loaded by its build index
     public void LoadSceneByIndex (int index)
     {
         FadeAnim.SetTrigger("FadeOut"); //Trigger fade out animation
         SceneIndex = index; //Store index of scene for later use
         sceneLoadMode = SceneLoadMode.Index;
     }
 
     //Called when fade out animation finishes
     public void OnFadeComplete()
     {
         //Load scene
         if (sceneLoadMode == SceneLoadMode.Name)
         {
             Debug.Log("Loading Scene By Name: " + SceneName);
             SceneManager.LoadScene(SceneName);
         }
         else if (sceneLoadMode == SceneLoadMode.Index)
         {
             Debug.Log("Loading Scene By Index: " + SceneIndex);
             SceneManager.LoadScene(SceneIndex);
         }
     }
 }
 

Does anybody know what is wrong?

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