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Question by darknessfell · Nov 18, 2017 at 09:56 PM · c#scripting problemstatic variable

Game freezes after restarting.

the game I made through a tutorial was fine but I did some tweaks so the game can be playable in a better way. I added a start and a restart scenes to the project but when restarting the game it just freezes, I looked for the problem in the internet and found that I need to change the static variables, but I don't know how, so could you please help me fixing it, I've been using unity for a while but still can't figure out the scripting world. here are my scripts:

public class StartGame : MonoBehaviour {

 public void StartLevel()
 {
     SceneManager.LoadScene("Main");
 }

}

public class DragonScript : MonoBehaviour {

 public bool isAlive;

 Rigidbody2D myRigidbody;
 Animator myAnimator;
 float jumpForce;

void Awake() { DontDestroyOnLoad(transform.gameObject); }

 // Use this for initialization
 void Start () {
     isAlive = true;
   
     myRigidbody = gameObject.GetComponent<Rigidbody2D>();
     myAnimator = gameObject.GetComponent<Animator>();
     jumpForce = 10f;
     myRigidbody.gravityScale = 5f;
 }
 
 // Update is called once per frame
 void Update () {
     if (isAlive)
     {
         if (Input.GetMouseButton(0))
         {
             Flap();
         }
         CheckIfDragonVisibleOnScreen();
     }
 }

 void Flap()
 {
     myRigidbody.velocity = new Vector2(0, jumpForce);
     myAnimator.SetTrigger("Flap");
 }

 void OnCollisionEnter2D(Collision2D target)
 {
     if (target.gameObject.tag == "Obstacles")
     {
         isAlive = false;
         Time.timeScale = 0f;
     }
 }

 void CheckIfDragonVisibleOnScreen()
 {
     if (Mathf.Abs(gameObject.transform.position.y) > 5.5f)
     {
         isAlive = false;
         Time.timeScale = 0f;
         SceneManager.LoadScene("Restart");

     }
     
 }

}

public class RestartGame : MonoBehaviour {

 // Use this for initialization
 public void RestartLevel () {
     SceneManager.LoadScene("Start");
 }
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Answer by nygren · Nov 19, 2017 at 01:12 AM

My guess is that you've forgotten to change back Time.timeScale to something other than 0 after restarting.

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avatar image darknessfell · Nov 19, 2017 at 03:18 AM 0
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What do you suggest ??

avatar image nygren darknessfell · Nov 19, 2017 at 09:11 AM 0
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I suggest you have a method in that sets up everything that needs to be setup when starting a level; isAlive, Time.timeScale, etc. Where you place it and call it is up to you. I guess StartLevel and RestartLevel are candidates to call it.

avatar image darknessfell nygren · Nov 19, 2017 at 02:18 PM 0
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So u mean like after the loadscene code in the start and restart classes I put Time.timeScale with a value ??

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Answer by whatevergeek · Jan 31, 2019 at 01:11 PM

are you using the latest version of .net framework? if yes, this is what fixed my problem:

in your TimeManager.cs, change "return false" to "yield break" as follows:

 IEnumerator FadeTo(float value, float time)
 {
     for (float t = 0f; t < 1; t += Time.deltaTime / time)
     {
         Time.timeScale = Mathf.Lerp(Time.timeScale, value, t);

         if(Mathf.Abs(value - Time.timeScale) < .01f)
         {
             Time.timeScale = value;

             yield break;
         }

         yield return null;
     }
 }
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