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Question by maxim6394 · Mar 14, 2015 at 08:11 AM · timingloadleveladditive

Problem with LoadLevelAdditive Timing

So I have a little problem which seems to me about the timing of LoadLevelAdditive. I'm instantiating a player object which in its start method instantiates another class that loads some UI from a seperate scene. in the same start method I try to excess that UI, but it is always null. when I output the contents of the UI scene it seems that it is only a valid object in the second update. how can I solve this?

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Answer by LukaKotar · Mar 14, 2015 at 08:19 AM

You can make the Start() function wait one frame before trying to access your variable using a co-routine:

 IEnumerator Start(){ // Change the function type from 'void' to 'IEnumerator'
     // Do something...
     yield return null; //Wait one frame, then continue the function
     // Access your variable
 }

Update() cannot be co-routine, but you can use simple boolean logic to skip one frame before trying to access it:

 bool canAccess = false;
 
 void Update(){
     if(canAccess){
         // Access your variable
     }else{
         // Set 'canAccess' to true. The above 'if' statement will run next Update
         canAccess = true;
     }
 }
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