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Question by riaxi18 · Oct 02, 2019 at 11:30 AM · coroutinescene-loadingscene-switchinginvokeupdate problem

LoadScene crashed Unity when used in coroutine or invoke

I'm trying to wait for a few second after a level complete to load the next scene, here's the two versions of code I've tried:

With Invoke

 void Update()
 {
     if (CheckComplete())
     {
         Debug.Log("Complete");
         level += 2;
         DrawLine();
         Invoke("LoadLevel", 5);
     }
 }

 void LoadLevel()
 {
     Debug.Log("Try Load Scene");
     SceneManager.LoadScene("Level2", LoadSceneMode.Single);
 }

And with Coroutine:

 void Update()
 {
     if (CheckComplete())
     {
         Debug.Log("Complete");
         level += 2;
         DrawLine();
         StartCoroutine("LoadLevel");
     }
 }

 IEnumerator LoadLevel()
 {
     Debug.Log("Try Load Scene");
     yield return new WaitForSeconds(5f);
     SceneManager.LoadScene("Level2", LoadSceneMode.Single);
 }

Running either of them will freeze Unity after completeting the level. If I have the LoadScene line in the Update() function without trying to delay it however, it works just fine. What is going on?

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avatar image Hellium · Oct 02, 2019 at 11:35 AM 0
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Why do you believe the problem comes from the Invoke / StartCoroutine and not from CheckComplete or DrawLine?

avatar image riaxi18 · Oct 02, 2019 at 06:51 PM 0
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Because everything works fine if I do not use Coroutine or Invoke to change the scene. Here's the CheckComplete() and DrawLine():

   bool CheckComplete()
   {
     Debug.Log("Check Complete");
     bool complete = true;
     for (int i = 0; i < spawned.Count; i++)
     {
         if (spawned[i].GetComponent<SpriteRenderer>().color == Color.black)
         {
             complete = false;
         }
     }
     return complete;
 }

 void DrawLine() { 
         for (int i = 0; i < spawned.Count - 1; i++)
         {
             LineRenderer lr = spawned[i].GetComponent<LineRenderer>();
             lr.enabled = true;
             lr.startWidth = 0.05f;
             lr.endWidth = 0.05f;
             lr.startColor = Color.white;
             lr.endColor = Color.white;
             lr.SetPosition(0, spawned[i].transform.position);
             lr.SetPosition(1, spawned[i + 1].transform.position);
         }
  }
avatar image Melnikovv · Aug 14, 2020 at 04:36 PM 0
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@riaxi18 Have you managed to solve this problem? Unity app crashes on some devices after I reload the scene

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