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Hi guys is anyone kind enough to help me?

Discussion in 'Scripting' started by unity_B57BC6306274C79F026A, Dec 15, 2021.

  1. unity_B57BC6306274C79F026A

    unity_B57BC6306274C79F026A

    Joined:
    Apr 8, 2021
    Posts:
    12
    Hi guys is anyone kind enough to help me?
    I am developing a menu for a VR app for Oculus Quest (jogging simulation) and I state that as far as my C # programming skills are concerned, I am really in the early stages. I created a scene called menu (I enclose screenshots) and I correctly set the XR RIG to interact with the menu items (buttons you see on the screen).

    The panel shows a text message on the screen and after about two seconds I programmed the playback of an mp3 (female voice) that reads the text message on the screen. I have programmed GameFlow to play a sound when every single button is clicked and load the corresponding scene. The exit button has been programmed (again with GameFlow) to exit the game.

    The problem is that when I compile the app and try it on the Oculus while the button with the word exit does not give problems (pointing it with the oculus controllers and clicking on it you exit the game without problems), clicking on the other buttons (which have the function to load the three levels of the game) the background music and the announcement in mp3 format continues to be played, the selected level appears for a few frames and then the menu reappears (with the audio of both levels playing simultaneously), a big mess.

    I tried to load the scene both normally and asynchronously, the result is the same. For safety I have implemented the function of loading the single scenes through a script (which I enclose in the attachment) and associating it to each button but the result is the same (even worse) - in the screenshot you see the action associated to the onclick event disabled, obviously I tried with both methods (Gameflow, C# scripting). I also tried to lighten the scene related to the menu (before there were buildings, animated characters, etc.) but the result is the same.

    What am I doing wrong? Anyone can give me some useful suggestions?

    Thanks in advance for your answers

    Mauro

    menu.png 1.png 2.png
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,951
    If the menu scene is reappearing, something is loading it again, perhaps something inside the loaded scene doing it.

    You must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494
     
  3. unity_B57BC6306274C79F026A

    unity_B57BC6306274C79F026A

    Joined:
    Apr 8, 2021
    Posts:
    12
    Kurt thanks a lot for your suggestion. I will try all your advices :)

    Mauro