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 waddlesticks · Jan 25, 2013 at 07:13 AM · animationnext level

Scripting Next level with Animation

EDIT: Don't think this was clear, it proceeds to the next level but doe's not do the animation. (Doe's the delay before changing level.)

Okay, so for my project I have created a collision box that will take me to the next level and have some delay that I need to have an animation go through (FadeOut). I have the animation itself connected to a transparent plane that is assigned to the player himself. But I can't figure out how to get the animation to actually run during the delay and also making it run from the plane itself. (During the delay no animation starts to play.)

public class LoadLevel : MonoBehaviour

     {
         public enum LoadType
         {
             ResetCurrent = 0,
             LoadIndex = 1,
             LoadName = 2,
         }
         
         public LoadType Load = LoadType.ResetCurrent;
         
         public int Index = 0;
         public string Name = "Default";
         
         public float DelayTimer = 5.0f;
         bool StartTimer = false;
         
         void Update () 
         {
             if ( StartTimer )
             {
                 DelayTimer -= Time.deltaTime;
                 if ( DelayTimer < 0 )
                 {
                 LoadTheLevel();
                 }
             }
         }
         
         public void OnTriggerEnter(){
             StartTimer = true;
             animation.Play ("FadeOutAnimation");
         }
         
         public void LoadTheLevel () 
         {
              if(Load == LoadType.ResetCurrent)
             {
                 Application.LoadLevel(Application.loadedLevel);
             }
             else if(Load == LoadType.LoadIndex)
             {
                 Application.LoadLevel(Index);
             }
             else if(Load == LoadType.LoadName)
             {
                 Application.LoadLevel(Name);
             }        
         }    
     }
Comment
Add comment · Show 2
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 whydoidoit · Jan 25, 2013 at 08:15 AM 0
Share

So you aren't getting the collision I imagine. Thats public void OnTriggerEnter(Collider other) plus you need a rigidbody (is$$anonymous$$inematic = true if you don't want physics) attached to the player.

avatar image waddlesticks · Jan 25, 2013 at 09:05 AM 0
Share

Sorry whydoidoit, that didn't work. Also forgot to clearly state it changes level and that the delay works, just the animation to fade doe's not work. Sorry for the confusion. Thanks for the reply though.

0 Replies

· Add your reply
  • Sort: 

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

10 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

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Is it possible to manipulate Mecanim state machine / blend trees from scripting? 0 Answers

Created Animations only play half within Animator 0 Answers

Resetting a combo attack chain if next attack did not occur in time 1 Answer

Animation Script Help 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