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Question by Yamilla · Mar 07, 2013 at 09:34 PM · timerreloaddeath

Time.deltaTime stops counting up, after the Player is destroyed

Hi there,

I'm trying to make a Script, which must reload the Level, after 2,7 seconds, after the Player dies by falling off-screen. However, as soon as the GameObject is destroyed, Time.deltaTime stops counting up. How can I solve this problem?

Code:

 using UnityEngine;
 using System.Collections;

 public class FallDeath : MonoBehaviour {
     public GameObject player;
     private float startTime = 0.0f;
 
     void Update () {
         if (player.transform.position.y < -5) {
             startTime += Time.deltaTime;
             Destroy(player);
             audio.Play();
             if (startTime > 2.7f)
                 Application.LoadLevel(Application.loadedLevel);
             Debug.Log(startTime);
         }
     }
 }
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Answer by Dave-Carlile · Mar 07, 2013 at 09:43 PM

If the script is attached to the player object then destroying the player destroys the script. It doesn't look like you need to actually destroy the player object since the call to Application.LoadLevel will do that for you.

From the documentation:

"When loading a new level all game objects that have been loaded before are destroyed."

Here's updated code that shows how to play the audio once, then wait for the timer. Not tested, so you may need to tweak it some.

 public class FallDeath : MonoBehaviour 
 {
   public GameObject player;
   private float startTime = 0.0f;
   bool waiting;
 
   void Update()
   {
     // if the player is off the map, and we haven't already started waiting for the level load...
     if (player.transform.position.y < -5 && !waiting) 
     {
       // play the audio - only want to do this want
       audio.Play();
       
       // set a flag indicating that we're waiting
       waiting = true;
     }
 
     
     // if we're waiting then update the timer, load level after 2.7 seconds
     if (waiting)
     {    
       startTime += Time.deltaTime;
       if (startTime > 2.7f)
       {
         Application.LoadLevel(Application.loadedLevel);
       }
     }
   }
 }


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avatar image Yamilla · Mar 07, 2013 at 09:44 PM 0
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When I do that, the $$anonymous$$usic glitches.

avatar image Dave-Carlile · Mar 07, 2013 at 09:53 PM 0
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Ah - that's because when you don't destroy the player the script continues running each frame, so you're calling audio.Play over and over. I'll edit my answer with a way to handle that...

avatar image Yamilla · Mar 07, 2013 at 10:01 PM 0
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Ah, how classic Booleans can save the day. Thanks mate!

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