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Question by abish.r01 · Nov 10, 2014 at 12:30 PM · camerascenedestroygameobject

Main Camera problem between two scenes

I have more than two scenes in my project. My input is from kinect. So my problem is, while I skip the scene from one to another, the functions I made to work is not doing. but the gestures are detecting properly. Give some solution to clear it. My code goes below..

 public void Start ()
 {
     GameObject.FindGameObjectsWithTag ("Player");
     Clone = PlayerGestureDetection.GetComponent<GestureDetectCollider>();
     bg.SetActive (false);
     txt.SetActive (false);
     prgs_br.SetActive (false);
  //CharacterController controller = GetComponent();
 }
 public void Update()
 {

     if(Clone.OnOff)
     {
         StartCoroutine (DisplayLoadingScreen(nxtlvl));
         
         
     }
     }

 
 IEnumerator DisplayLoadingScreen(string lvl)
 {
     bg.SetActive (true);
     txt.SetActive (true);
     prgs_br.SetActive (true);
     
     prgs_br.transform.localScale=new Vector3(a, prgs_br.transform.localScale.y, prgs_br.transform.localScale.z);
     
     txt.guiText.text=" Progress " + a + "%";
     
     AsyncOperation async= Application.LoadLevelAsync(nxtlvl);
     
     while(!async.isDone)
     {
         a=(int)(async.progress * 100);
         txt.guiText.text=" Progress " + a +"%";
         prgs_br.transform.localScale=new Vector3(a, prgs_br.transform.localScale.y, prgs_br.transform.localScale.z);
         
         yield return null;
     }
     DestroyImmediate(Camera.main.gameObject);

 }
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avatar image MolochSim · Nov 10, 2014 at 12:40 PM 0
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Could you describe the problem in more detail? What is supposed to happen and is not?

avatar image abish.r01 · Nov 10, 2014 at 12:45 PM 0
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Its showing the gesture what I do with the help of GUI text, but the walk is not perfor$$anonymous$$g by the character. The turn is defined in camera. Deponds on camera the character turns. Until i use the loading screen it worked well. After the updation of my progress bar in my project behaving differently.

avatar image MolochSim · Nov 10, 2014 at 12:54 PM 0
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Could you post the camera code?

avatar image abish.r01 · Nov 10, 2014 at 01:04 PM 0
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By this my camera follows.

           void LateUpdate()
           {
     cameraFollowPosition = cameraRotationFull * new Vector3(cameraXOffset, cameraYOffset, -cameraDistanceFromPlayer) + playerTransform.position;
     transform.position = cameraFollowPosition;
             }





To turn: Turning is working.

     if(gesture)
     {
         //transform.RotateAround(Vector3.up,playerTransform.transform.position,20*Time.deltaTime);
         float rotationY = transform.localEulerAngles.y - 2f;
         transform.localEulerAngles = new Vector3(xx, rotationY, 0);
         cameraRotationFull = Quaternion.Euler(xx, rotationY, 0);
         transform.rotation = cameraRotationFull;
     }
     if(gesture)
     {
         //transform.RotateAround(Vector3.up,playerTransform.transform.position,20*Time.deltaTime);
         float rotationY = transform.localEulerAngles.y + 2f;
         transform.localEulerAngles = new Vector3(xx, rotationY, 0);
         cameraRotationFull = Quaternion.Euler(xx, rotationY, 0);
         transform.rotation = cameraRotationFull;
     }


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