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Question by shadowpuppet · Aug 20, 2016 at 02:56 PM · playerprefsloadlevelload scene

pause menu loads saved game quirky

can anyone see what is wrong with my Java script pause menu? When I have a saved game, then go to another level, bring up the pause menu and hit " load", it will take me to the correct level but the player is in his start position - not where he was when I saved. but if I bring up the pause menu again and hit "load" again he will then go to the right position. Clearly there is nothing wrong with the "save" code as his position is obviously being saved as it loads on the second time I press "load". So what is it in my script that just doesn't load the level and the player and the player position. on the first time I click "load". obviously...if I am on the same level as the same game I just need to hit the load button once. It's only when I am on a different level than my saved game I need to hit it twice. I get an error:

Level 'true' (-1) couldn't be loaded because it has not been added to the build settings. To add a level to the build settings use the menu File->Build Settings...

but it IS in the build settings. I have deleted and re-added them 3 times just to be sure. And if it wasn't in the build settings it wouldn't be taking me there at all...right?

double clicking on the error takes me to line 75 in the" function loadLevel(){ " part and the actual line 75 reads: Application.LoadLevel(PlayerPrefs.GetString("LoadPosition"));

 var Components : ComponentsClass = new ComponentsClass ( ) ;
 
 
 public var rightarmon : int ;
 public var healthToSave : int;
 public var scoreToSave : int;
 public var restartScore: int = 0;
 var Restart: String;
 var playerPosition : Transform;
 var mainMenuSceneName : String;
 var Skin : GUISkin;
 private var LoadPosition : String = "true";  //set to "true" is you want to load position or "false" to load only level
 private var LoadLevel : boolean = true;
 private var Camera2 : Camera; 
 var pauseMenuFont : Font;
  private var PlayerX : float;
  private var PlayerY : float;
  private var PlayerZ : float;
 public var newdeplete : int;
  
 
 private var pauseEnabled = true;            
 function Awake(){
 PlayerPrefs.GetInt("RighArmOn");
 //PlayerPrefs.GetInt ("HasRARM");
 }
 function Start(){
     PlayerPrefs.SetString("LoadPosition",LoadPosition); //set loadPosition true or false
     pauseEnabled = false;
     Time.timeScale = 1;
     AudioListener.volume = 1;
     Screen.showCursor = false;
     LoadPlayer();
     //RARM = GameObject.Find("RightArm").GetComponent.<UnityEngine.UI.RawImage>();
     rightarmon = PlayerPrefs.GetInt("RightArmOn");
 //
 }
 function reStart(){   //load player position on saved level
         Application.LoadLevel(Application.loadedLevel);
                 //playerHealth.currentHealth = 100;//PlayerPrefs.SetFloat (playerHealth.currentHealth);
                             ScoreManager.score = 00;
                             rightarmon = 0;
                             PlayerPrefs.DeleteKey("RightArmOn");
 }
 function SavePlayer(){
             if(PlayerPrefs.GetString("LoadPosition") == "true"){   //save current position            
                 PlayerPrefs.SetFloat("PlayerX",PlayerX);
                 PlayerPrefs.SetFloat("PlayerY",PlayerY);
                 PlayerPrefs.SetFloat("PlayerZ",PlayerZ);
                 PlayerX =(playerPosition.transform.position.x);
                 PlayerY =(playerPosition.transform.position.y);
                 PlayerZ =(playerPosition.transform.position.z);                
                 PlayerPrefs.SetString("LoadPosition", "true");
                 PlayerPrefs.SetInt ("pooper",scoreToSave );
                 PlayerPrefs.SetInt ("health",healthToSave );
                 PlayerPrefs.SetInt ("RightArmOn",rightarmon );
                 PlayerPrefs.SetInt("newdeplete", newdeplete);
                 
             }
             PlayerPrefs.SetString("LevelName", Application.loadedLevelName);   //save current level
             Debug.Log("Prefs");
 }
 
 function loadLevel(){  //load saved position
         if(PlayerPrefs.GetString("LevelName") == Application.loadedLevelName){   //check if you have Loaded Level
             LoadLevel = false;
         }
         
         if(LoadLevel == true){
                 Application.LoadLevel(PlayerPrefs.GetString("LevelName"));
                 
                 Application.LoadLevel(PlayerPrefs.GetString("LoadPosition"));    //load saved level
                 Debug.Log("loadedlevel");
                 
         }
 }
 
 function LoadPlayer(){   //load player position on saved level
         if(LoadLevel == false && PlayerPrefs.GetString("LoadPosition") == "true"){
             playerPosition.transform.position.x = (PlayerPrefs.GetFloat("PlayerX"));
             playerPosition.transform.position.y = (PlayerPrefs.GetFloat("PlayerY"));
             playerPosition.transform.position.z = (PlayerPrefs.GetFloat("PlayerZ"));
             PlayerPrefs.GetInt ("pooper" );
             PlayerPrefs.GetInt ("health" );
             PlayerPrefs.GetInt ("RightArmOn");
             PlayerPrefs.GetInt("newdeplete");
             GameObject.Find("scorecube").GetComponent.<Animation>().enabled = true;
             Debug.Log("l");
         }
 }
 
 function Update(){
 
 
 PlayerX =(playerPosition.transform.position.x); PlayerY =(playerPosition.transform.position.y); PlayerZ =(playerPosition.transform.position.z);   //set current player position
 LoadPosition = PlayerPrefs.GetString("LoadPosition"); //check if loadPosition is true or false
 //scoreToSave = GetComponent.<myjs2>().curValue; 
 healthToSave = GameObject.FindWithTag("Player").GetComponent.<healthCtoJ>().curValue2;
 rightarmon = PlayerPrefs.GetInt("RightArmOn");
 newdeplete = PlayerPrefs.GetInt("newdeplete");
 //RARM.enabled = true;
     //check if pause button (escape key) is pressed
     if(Input.GetKeyDown("escape")){
     
     
         //check if game is already paused        
         if(pauseEnabled == true){
             //unpause the game
             pauseEnabled = false;
             Time.timeScale = 1;
             AudioListener.volume = 1;
             Screen.showCursor = false;    
          
             
         }
         
         //else if game isn't paused, then pause it
         else if(pauseEnabled == false){
             pauseEnabled = true;
             AudioListener.volume = 0;
             Time.timeScale = 0;
             Screen.showCursor = true;
             
         }
     }
 }
 
 private var showGraphicsDropDown = false;
 
 function OnGUI(){
 
 GUI.skin = Skin;
 
     if(pauseEnabled == true){
         
         //Make a background box
         GUI.Box(Rect(Screen.width /2 - 100,Screen.height /2 - 160,270,330), "");
         
             if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 - 50,250,50), "Restart Level")){
             //Application.LoadLevel(Restart);
             reStart();
         }
         
         //Make Main Menu button
         if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 - 0,250,50), "Main Menu")){
             Application.LoadLevel(mainMenuSceneName);
     //    }
         
         //Make Save Game button
     //    if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 - 100,250,50), "Save Game")){
         
       //  SavePlayer();
         }
         
         if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 - 100,250,50), "Load Game")){
         
         loadLevel();
         LoadPlayer();
         LoadPlayer();
         }
         
         //Make Change Graphics Quality button
             if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 +50,250,50), "Graphics")){
             
             if(showGraphicsDropDown == false){
                 showGraphicsDropDown = true;
             }
             else{
                 showGraphicsDropDown = false;
             }
         }
         
         //Create the Graphics settings buttons, these won't show automatically, they will be called when
         //the user clicks on the "Change Graphics Quality" Button, and then dissapear when they click
         //on it again....
         if(showGraphicsDropDown == true){
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 ,250,50), "Fastest")){
                 QualitySettings.currentLevel = QualityLevel.Fastest;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 50,250,50), "Fast")){
                 QualitySettings.currentLevel = QualityLevel.Fast;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 100,250,50), "Simple")){
                 QualitySettings.currentLevel = QualityLevel.Simple;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 150,250,50), "Good")){
                 QualitySettings.currentLevel = QualityLevel.Good;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 200,250,50), "Beautiful")){
                 QualitySettings.currentLevel = QualityLevel.Beautiful;
             }
             if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 250,250,50), "Fantastic")){
                 QualitySettings.currentLevel = QualityLevel.Fantastic;
             }
             
             if(Input.GetKeyDown("escape")){
                 showGraphicsDropDown = false;
                 saving = false;
                 loading = false;
             }
         }
         
         //Make quit game button
         if (GUI.Button (Rect (Screen.width /2 - 100,Screen.height /2 + 100,250,50), "Quit Game")){
             Application.Quit();
         }
     }
 }
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