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 martin101 · Jan 07, 2015 at 06:13 PM · animatorcanvascoroutineienumerator

Coroutine not working ? possible errors ?

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class ChangeScene : MonoBehaviour {
 
     public Animator anim;
 
     void Start()
     {
         anim = gameObject.GetComponent<Animator> ();
     }
 
     public void ChangeToScene(string sceneToChange)
     {
         StartCoroutine (LodingScene());
         Application.LoadLevel(sceneToChange);
     }
 
     IEnumerator LodingScene()
     {
         anim.SetBool ("start", true);
         Debug.Log ("In the Coroutine");
         yield return new WaitForSeconds (0.3f);
     }
 }
 


this is my script which is connected to a button in new canvas UI. and i am trying to make one one animation run as soon as button is pressed

But the scene changes instantly

What can be the possible errors ?

Comment
Add comment · Show 3
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 Victory Dan Greene · Jan 07, 2015 at 06:19 PM 1
Share

If you are trying to add a delay—before the load operation begins, but during the animation—try moving

 Application.LoadLevel(sceneToChange);

just after

 yield return new WaitForSeconds (0.3f);
avatar image martin101 · Jan 07, 2015 at 06:21 PM 0
Share

I did not get you Do you mean place Application.LoadLevel(sceneToChange); inside the Coroutine ??

if so, then how can i pass the 'sceneToChange' to LodingScene() Coroutine

I guess i can not call a Coroutine from a UI canvas button

avatar image martin101 · Jan 07, 2015 at 06:23 PM 0
Share

Whohhh !!! it worked :D Thanks @Victory Dan Greene

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class ChangeScene : $$anonymous$$onoBehaviour {
 
     public Animator anim;
 
     void Start()
     {
         GameObject comp = GameObject.FindGameObjectWithTag ("retro");
         anim = comp.GetComponent<Animator>();
     }
 
     public void ChangeToScene(string sceneToChange)
     {
         StartCoroutine (LodingScene(sceneToChange));
     }
 
     IEnumerator LodingScene(string sceneToChange)
     {
         anim.SetBool ("start", true);
         Debug.Log ("In the Coroutine");
         yield return new WaitForSeconds (5f);
         Application.LoadLevel(sceneToChange);
     }
 }
 

exactly what you told me to do Thanks ^_^ much Appreciated !!

1 Reply

· Add your reply
  • Sort: 
avatar image
3

Answer by DanSuperGP · Jan 07, 2015 at 06:23 PM

You are starting the coroutine and then instantly changing scenes.

  public void ChangeToScene(string sceneToChange)
      {
          StartCoroutine (LodingScene());
          Application.LoadLevel(sceneToChange);
      }

This isn't going to wait for the coroutine to finish. It starts the coroutine and then immediately goes on to the next line of code.

If you want to delay the scene load, you need to put the LoadLevel call in the Coroutine.

  public class ChangeScene : MonoBehaviour {
  
      public Animator anim;
 
      private bool coroutineHasStarted = false;
      void Start()
      {
          anim = gameObject.GetComponent<Animator> ();
      }
  
      public void ChangeToScene(string sceneToChange)
      {
         if( ! coroutineHasStarted)
         {
              coroutineHasStarted = true;
              StartCoroutine (LodingScene(sceneToChange));
         }
      }
  
      IEnumerator LodingScene(string sceneToChange)
      {
          anim.SetBool ("start", true);
          Debug.Log ("In the Coroutine");
          yield return new WaitForSeconds (0.3f);
         Application.LoadLevel(sceneToChange);
      }
  }

Comment
Add comment · 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

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

27 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

WaitUntil and WaitWhile don't work 1 Answer

spawn timer problem 2 Answers

making a 2D character Speak for different lenghts of time 2 Answers

coroutine cannot control physics of an object with animator 0 Answers

Why do you use Coroutines and how do you use them? 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