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Question by june93729 · Oct 15, 2021 at 02:27 PM · c#gameobjectunity 2dscene-change

Scene change and creative cube game object

After saving the pre-stored r and specific values of the Sentence array in the Input_data array,

change the scene to Equip3D, and then use the values stored in Input_data to create a gameobject cube(Input_data array is used for position and size)

At this time, the scene is switched, but objects are not created after that.

Even if I take a log, it runs without any error

Can I know how to fix it?

Here are source code:

public void Find_Out(){

         for (int j=0; j<r; j++){

            

             for (int k=0; k<7; k++){

                

                 Input_data [j,k]=Sentence[(int)Input_i[j],k+4];

          

                 Debug.Log("j= " + j +" k= " + k + " Item= " + Input_data[j,k]);


 

             }

         }


 

        SceneManager.LoadSceneAsync("Equip3D");


 

     for (int i=0; i<r; i++){


 

         GameObject equipment = GameObject.CreatePrimitive(PrimitiveType.Cube);

         equipment.name=Input_data[i,0]; //장비 이름

         equipment.transform.position = new Vector3(float.Parse(Input_data[i,1]), float.Parse(Input_data[i,3]), float.Parse(Input_data[i,2])); //y 대칭

         equipment.transform.localScale = new Vector3(float.Parse(Input_data[i,4]), float.Parse(Input_data[i,6]), float.Parse(Input_data[i,5])); //z 대칭

         Debug.Log("Scene Change!!!");

    

     }

}

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Best Answer

Answer by rh_galaxy · Oct 17, 2021 at 05:20 AM

I think you should wait with the object creation until the scene has loaded to 90%.

 bool bBeginCreatingObjects = false;
 bool bDoneCreatingObjects = false;
 bool bBeginLoadScene = true; //begins immediately, you can remove this and do it in a state machine
 bool bDoneLoadScene = false;
 string szToLoad = "Equip3D";
     
 void Update()
 {
     if(bBeginLoadScene)
     {
         bDoneLoadScene = false;
         bBeginCreatingObjects = false;
         bDoneCreatingObjects = false;
         bBeginLoadScene = false;
         StartCoroutine(LoadAsyncScene());
     }
     if(bBeginCreatingObjects && !bDoneCreatingObjects)
     {
         //here you have the chance to not create all objects the same frame
         // you can split the for loop into different states in a state machine
         for (int i=0; i<r; i++)
         {
             GameObject equipment = GameObject.CreatePrimitive(PrimitiveType.Cube);
             //...
         }
         bDoneCreatingObjects = true;
     }
 }
 
 IEnumerator LoadAsyncScene()
 {
     AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(szToLoad, LoadSceneMode.Single);
     asyncLoad.allowSceneActivation = false;
     
     //wait until the asynchronous scene fully loads
     while (!asyncLoad.isDone)
     {
         //scene has loaded as much as possible, the last 10% can't be multi-threaded
         if (asyncLoad.progress >= 0.9f)
         {
             bBeginCreatingObjects = true;
             if (bDoneCreatingObjects)
                 asyncLoad.allowSceneActivation = true;
         }
         
         yield return null;
     }
     bDoneLoadScene = asyncLoad.isDone;
 }
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