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Switching Between Scenes Problems

Discussion in 'Editor & General Support' started by R-ty_dragon1, Jun 20, 2022.

  1. R-ty_dragon1

    R-ty_dragon1

    Joined:
    Aug 3, 2021
    Posts:
    50
    I am switching between my scenes and it works fine loading the scene in the editor but when it switches it breaks. I want to have it successfully load a playable scene like it is when I load it in the editor, but it won't work like that. I have manually switched the camera's and updated the code and changed the settings on the camera - I have recreated the car I am using and in the code all I do is
    Code (CSharp):
    1. SceneManager.LoadScene(sceneName);
    I expected it to load properly like when I load it from the editor but when I click the button on the level passed scene it doesn't work like that and that is illustrated in the video below:



    There are no errors in the console

    Please help me thanks
     
    Last edited: Jun 20, 2022
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,797
    It breaks! Wow. Sounds like you need to fix it!

    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is a bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, especially any errors you see

    You may edit your post above.

    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/
     
  3. R-ty_dragon1

    R-ty_dragon1

    Joined:
    Aug 3, 2021
    Posts:
    50
    Thanks I have updated my initial message
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,797
    Time to get more information!

    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
    - you're getting an error or warning and you haven't noticed it in the console window

    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.

    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    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, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    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

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