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Question by Virtual_TUe · Nov 16, 2020 at 12:33 PM · gameobjectscenesliderresetinactive

Button press does not work in some of the scenes as intended.

I have 4 scenes in Unity. And in each scene I have identical sliders, what I want to do when Advance_Trial is called via a button press, the sliders' value resets to 0. However, this only works for two of the scenes. For remaining two it doesnt work, I checked if Advance_Trial is attached to the button gameobject which calls it and it is (in all scenes). There are no errors messages in the console either. How do I correct it?

Also, when the else portion is executed the sliders are not inactive meaning, the sliders are still visible. This happens for the same two scenes for which the sliders do not reset.

Am I missing something? Or do I need to check something in individual scenes?

Please see my code below.

 public Slider[] sliders;
     
     public void Start()
         {
             
             
             sliders = FindObjectsOfType<Slider>() as Slider[];
     
             
      
     
             for (int s = 0; s < sliders.Length; s++) //Resets the sliders
             {
                 sliders[s].gameObject.SetActive(false);
             }
     }
      public void Advance_Trial()
         {
             for (int s = 0; s < sliders.Length; s++)
             {
                 sliders[s].value = 0;
             }
     
            
             int stimIndex = UnityEngine.Random.Range(0, signals.Count + 1);
             string text = stimIndex.ToString();
             byte[] data5 = Encoding.ASCII.GetBytes(text);
             client.Send(data5, data5.Length, remoteEndPoint);
             Debug.Log("<color=yellow>Signal played is:</color>" + stimIndex);
             Debug.Log("<color=magenta>NUMBER sent to MAX is:</color>" + text);
     
             Debug.Log("<color=magenta>Index removed was :</color>" + signals[stimIndex]);
             signals.RemoveAt(stimIndex);
     
     
             if (signals.Count > index)
             {
     
                 Debug.Log("<color=orange>Yay! Keep Listening!</color>");
                 index++;
             }
            
                                                             
             else
             {
     
                 Debug.Log("<color=green>All Trials finished</color>");
                 
                 for (int s = 0; s < sliders.Length; s++)
                 {
                     sliders[s].gameObject.SetActive(false);
                 }
                 
                 EndSessionPanel.gameObject.SetActive(true);
             }
           
         }

 

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