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Question by DaresFireson · Apr 07, 2019 at 02:41 PM · c#unity 5uitext

[SOLVED]My UI text don't update from script

I have the following script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 
 public class SceneFader : MonoBehaviour {
 
     public Image img;
     public AnimationCurve curve;
     private float _progress = 0f;
     public Text loadingText;
 
     private void Start()
     {
         StartCoroutine(FadeIn());
     }
 
     public void FadeTo(string scene)
     {
         StartCoroutine(FadeOut(scene));
     }
 
     IEnumerator FadeIn()
     {
         float t = 1f;
 
         while(t > 0f)
         {
             t -= Time.deltaTime;
             float a = curve.Evaluate(t);
             img.color = new Color(0f, 0f, 0f, a);
             yield return 0;
         }
     }
 
     IEnumerator FadeOut(string scene)
     {
         AsyncOperation operation = SceneManager.LoadSceneAsync(scene);
 
         operation.allowSceneActivation = false;
 
         while(_progress < 1f)
         {
             _progress = Mathf.Clamp01(operation.progress / 0.9f);
 
             loadingText.text = "Loading... " + (int)(_progress * 100f) + "%";
 
             //Debug.Log("Loading... " + (int)(_progress * 100f) + "%");
 
             yield return null;
         }
 
         float t = 0f;
 
         while (t < 1f)
         {
             t += Time.deltaTime;
             float a = curve.Evaluate(t);
             img.color = new Color(0f, 0f, 0f, a);
             loadingText.color = new Color(1f, 1f, 1f, a);
             yield return 0;
         }
 
         //SceneManager.LoadScene(scene);
         operation.allowSceneActivation = true;
     }
 }
 

and as the title say, the loadingText don't update to show what is in the function

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Answer by DaresFireson · Apr 24, 2019 at 08:53 AM

It seems my text was not big enough to display all the content

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Answer by Chris333 · Apr 08, 2019 at 09:55 AM

How to load a scene async and display the progress:


 using System.Collections;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 using UnityEngine.UI;
 
 public class AsyncOperationProgressExample : MonoBehaviour
 {
     public Text m_Text;
     public Button m_Button;
 
     void Start()
     {
         //Call the LoadButton() function when the user clicks this Button
         m_Button.onClick.AddListener(LoadButton);
     }
 
     void LoadButton()
     {
         //Start loading the Scene asynchronously and output the progress bar
         StartCoroutine(LoadScene());
     }
 
     IEnumerator LoadScene()
     {
         yield return null;
 
         //Begin to load the Scene you specify
         AsyncOperation asyncOperation = SceneManager.LoadSceneAsync("Scene3");
         //Don't let the Scene activate until you allow it to
         asyncOperation.allowSceneActivation = false;
         Debug.Log("Pro :" + asyncOperation.progress);
         //When the load is still in progress, output the Text and progress bar
         while (!asyncOperation.isDone)
         {
             //Output the current progress
             m_Text.text = "Loading progress: " + (asyncOperation.progress * 100) + "%";
 
             // Check if the load has finished
             if (asyncOperation.progress >= 0.9f)
             {
                 //Change the Text to show the Scene is ready
                 m_Text.text = "Press the space bar to continue";
                 //Wait to you press the space key to activate the Scene
                 if (Input.GetKeyDown(KeyCode.Space))
                     //Activate the Scene
                     asyncOperation.allowSceneActivation = true;
             }
 
             yield return null;
         }
     }
 }


Source: AsyncOperation.progress


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avatar image DaresFireson · Apr 08, 2019 at 02:47 PM 0
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Everything else work fine. the scene load, it wait until is full loaded and proceed to the next scene. Even the debug update with the percent loaded. The only thing is not working is the text but thank you for your answer

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Answer by misher · Apr 08, 2019 at 06:51 AM

try to put (operation.isDone == false) instead of _progress < 1f as a condition in your while loop

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avatar image DaresFireson · Apr 08, 2019 at 02:45 PM 0
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$$anonymous$$aking that change make the scene to not load

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