Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by TheBigBang · May 17, 2014 at 04:34 AM · errorloadlevelgameovercontinue

Reverting to Menu screen after game over

In my game basically if the player dies, the screen says "game over". Now i want it to go to the main menu either by waiting 3 seconds or by clicking retry, only thing is i do not know how to do that. I did try to add an application.loadlevel and yield it for 3 seconds but i got an error here is the script

 function OnGUI(){
 
     if (playerLives == 0 && player == null){
         GUI.Box(Rect(0,0,Screen.width, Screen.height), "Game Over");
         spawner.GetComponent(Enemy_Spawn).isON = false;
     
 yield WaitForSeconds (4);
    Application.LoadLevel ("Menu");
     
 }

i get an error talking about OnGUI() Cannot be a coroutine, i didnt know what that meant(Beginner). If anybody could help thank you

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by robertbu · May 17, 2014 at 05:51 AM

You cannot use 'yield' in callback functions that get called every frame. FixedUpdate, Update, and OnGUI are three functions you cannot use 'yield' in, and I believe anything callback with the string 'Stay' also is prohibited from being a coroutine. A solution is to move your functionality to its own function:

 function WaitAndDie() {
     yield WaitForSeconds(4);
     Application.LoadLevel ("Menu");
 }

Now you just call this function. Note you need to structure your code so that the function is only called once. That may be you put a boolean flag in your code and set once this function has been called.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image TheBigBang · May 17, 2014 at 07:45 AM 0
Share

Alright I understand so put this after function onGUI and call it once

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Contunuing from old scene 1 Answer

BCE0005: Unknown identifier: 'spriteRenderer'. 2 Answers

BCE0044: expecting EOF, found '}'. 1 Answer

No appropriate version of 'UnityEngine.AudioSource.Play' for the argument list '(System.Type)' was found. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges