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Question errors:Assets\start.cs(11,6): error CS0103: The name 'SceenManager' does not exist in the current co

Discussion in 'Scripting' started by CheeseRG21212, May 9, 2023.

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Assets\start.cs(11,6): error CS0103: The name 'SceenManager' does not exist in the current context

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  1. CheeseRG21212

    CheeseRG21212

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    Mar 13, 2023
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    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.SceneManagement;
    5.  
    6. public class start : MonoBehaviour
    7.  
    8. {  
    9.     public void StartGame()
    10.     {
    11.         SceenManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
    12.     }
    13.    
    14. }
    15.  
     

    Attached Files:

  2. CheeseRG21212

    CheeseRG21212

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    Mar 13, 2023
    Posts:
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    there are a error how can i fix this?
     
  3. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    10,468
    You've spelled "Scene" wrong. Look at the error, it's saying there's no such thing as "Sceen" Manager.
     
    Bunny83 likes this.
  4. Bunny83

    Bunny83

    Joined:
    Oct 18, 2010
    Posts:
    3,495
    Beside that basic spelling mistake:

    • Class and Type names should always start with a capital letter.
    • You should not call your class like a common method or like another common class. This just calls for trouble
    • Finally this class does nothing besides creating this "StartGame" method. Is that called by a UI button where you linked this method to the OnClick event? If not this class wouldn't do anything at all. Though I guess loading that scene was the main intention?
    If this is just meant as an "action" that can be linked to a button or some other UnityEvent, you could make this class way more versatile this way:

    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.SceneManagement;
    3. public class SceneLoader : MonoBehaviour
    4. {
    5.     public void LoadScene(int aSceneIndex)
    6.     {
    7.         SceenManager.LoadScene(aSceneIndex);
    8.     }
    9.     public void LoadNextScene()
    10.     {
    11.         LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
    12.     }
    13. }
    This way you could either bind a button to LoadScene and specify the actual scene index in the UnityEvent, or call LoadNextScene which simply loads the next scene. Of course you could think of some other useful methods that could be added so the script could be used for various scene loading tasks.
     
  5. CheeseRG21212

    CheeseRG21212

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    Mar 13, 2023
    Posts:
    15
    Hello Bunny 83

    i check the code out bbuuut now there is:
    Assets\starteasy.cs(7,13): error CS0103: The name 'SceenManager' does not exist in the current context
     
  6. MelvMay

    MelvMay

    Unity Technologies

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    May 24, 2013
    Posts:
    10,468
    Did you read the part where I said you spelled "Scene" wrong? It's "SceneManager". :)
     
    Bunny83 likes this.
  7. CheeseRG21212

    CheeseRG21212

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    i make a screen shot: Unbenannt.JPG
     
  8. MelvMay

    MelvMay

    Unity Technologies

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    Posts:
    10,468
  9. CheeseRG21212

    CheeseRG21212

    Joined:
    Mar 13, 2023
    Posts:
    15
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.SceenManagement;
    5. public class start : MonoBehaviour
    6. {
    7.     public void StartGame()
    8.     {
    9.         SceenManager.LoadScene(SceenManager.GetActiveScene().buildIndex + 1);
    10.     }
    11.  
    12. }
     
  10. CheeseRG21212

    CheeseRG21212

    Joined:
    Mar 13, 2023
    Posts:
    15
    Assets\starteasy.cs(4,19): error CS0234: The type or namespace name 'SceenManagement' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
     
  11. CheeseRG21212

    CheeseRG21212

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    Mar 13, 2023
    Posts:
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    why what is wrong now?
     
  12. CheeseRG21212

    CheeseRG21212

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    Posts:
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    i wride Sceen at every word i wride scene before
     
  13. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    10,468
    Just spell it correctly.

    Code (CSharp):
    1.     using System.Collections;
    2.     using System.Collections.Generic;
    3.     using UnityEngine;
    4.     using UnityEngine.SceneManagement;
    5.  
    6.     public class start : MonoBehaviour
    7.     {
    8.         public void StartGame()
    9.         {
    10.             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
    11.         }
    12.  
    13.     }
     
  14. CheeseRG21212

    CheeseRG21212

    Joined:
    Mar 13, 2023
    Posts:
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    i make everything you say to me but its still not working
     
  15. CheeseRG21212

    CheeseRG21212

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    Mar 13, 2023
    Posts:
    15
    Sorry to waste your time
    but the error
    Assets\starteasy.cs(4,23): error CS0234: The type or namespace name 'SceenManagement' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
    comes
     
  16. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    10,468
  17. CheeseRG21212

    CheeseRG21212

    Joined:
    Mar 13, 2023
    Posts:
    15
  18. CheeseRG21212

    CheeseRG21212

    Joined:
    Mar 13, 2023
    Posts:
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    ok i discribe the situation

    i have my button and the scrip componnent.
    i can start the game but it not work about: look up
    i want it on on click but under the script: The assiacted script can not be loaded. Please fix any compile errors and assign a valid script.
    i watch a totorial and on click isn,t no funktoin an under monoscript there much more.

    thx if you can help me
     
  19. Bunny83

    Bunny83

    Joined:
    Oct 18, 2010
    Posts:
    3,495
    The class name and the file name that contains that class have to match. You called your class "start" while the name of the file is "starteasy". This doesn't work. I already said that "start" is a really bad name for a class. So I highly recommend to rename it to something meaningful. Also make sure that whatever you want to call your class, keep the name of the file always in sync.
     
  20. CheeseRG21212

    CheeseRG21212

    Joined:
    Mar 13, 2023
    Posts:
    15
    oh man :
    InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
    UnityEngine.Input.get_mousePosition () (at <46da9ce57a644141b0e40d2e12db7dd5>:0)
    UnityEngine.EventSystems.BaseInput.get_mousePosition () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/BaseInput.cs:75)
    UnityEngine.EventSystems.StandaloneInputModule.UpdateModule () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:178)
    UnityEngine.EventSystems.EventSystem.TickModules () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:452)
    UnityEngine.EventSystems.EventSystem.Update () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:467)

    does i must delete the event systeme?
     
  21. CheeseRG21212

    CheeseRG21212

    Joined:
    Mar 13, 2023
    Posts:
    15
    ok i delete but i dont work
     
  22. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,561
    Allow me to describe the situation:

    That's not how tutorials work.

    Use this two-step process instead:

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.