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SceneManager.sceneloaded runs later than OnLevelWasLoaded and Breaks C# Messenger. Any help with fixes?
I use the Advanced C# Messenger from here:
http://wiki.unity3d.com/index.php?title=Advanced_CSharp_Messenger
In the messenger helper function it uses OnLevelWasLoaded to perform a cleanup of the message table:
//This manager will ensure that the messenger's eventTable will be cleaned up upon loading of a new level.
public sealed class MessengerHelper : MonoBehaviour {
void Awake ()
{
DontDestroyOnLoad(gameObject);
}
//Clean up eventTable every time a new level loads.
public void OnLevelWasLoaded(int unused) {
Messenger.Cleanup();
}
}
I have edited this to work with the SceneManager delegate like so:
//This manager will ensure that the messenger's eventTable will be cleaned up upon loading of a new level.
public sealed class MessengerHelper : MonoBehaviour {
void Awake ()
{
DontDestroyOnLoad(gameObject);
}
private void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
//Clean up eventTable every time a new level loads.
public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Messenger.Cleanup();
}
}
The problem is I create listeners in OnEnable() functions, and while this worked fine with OnLevelWasLoaded, SceneManager.sceneLoaded seems to run later, and has the problem of deleting all the messenger listeners I have added in the OnEnable() functions.
Is there a call similar to the OnLevelWasLoaded that runs earlier than the sceneLoaded option?
Answer by Harinezumi · May 25, 2018 at 08:41 AM
SceneManager.sceneLoaded callback is not a good substitution for what OnLevelWasLoaded() was doing (and many users are annoyed by Unity removing it), because it works differently.
However, if you add messenger listeners in OnEnable(), you could remove them in OnDisable(), or even better, OnDestroy(). OnDestroy() is called when a game object is destroyed, which I'm pretty sure happens when you switch a scene.
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