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UnityEngine.Application.LoadLevel(int) Example
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Application.LoadLevel / Restarting my game – Ask – GameDev.tv
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- Summary of article content: Articles about Application.LoadLevel / Restarting my game – Ask – GameDev.tv Debug.Log(Application.loadedLevel); this line within the LoadLevel(string name) will not be called. You request that a different level is loaded before it, when … …
- Most searched keywords: Whether you are looking for Application.LoadLevel / Restarting my game – Ask – GameDev.tv Debug.Log(Application.loadedLevel); this line within the LoadLevel(string name) will not be called. You request that a different level is loaded before it, when … Hi guys! Unity 5 said that to me, Application.Loadlevel() is obsolete, but it's working anyway. I have one problem, when I start the game, finish the level then game load next one, but if I for example finish first and s…
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unity3d – Application.LoadLevel(“string”) is obsolete – Stack Overflow
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- Summary of article content: Articles about unity3d – Application.LoadLevel(“string”) is obsolete – Stack Overflow Just import UnityEngine.SceneManagement like this: using UnityEngine.SceneManagement;. Then replace every Application.LoadLevel(“whatever”); … …
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[유니티] 유니티5.3에서 Application,LoadLevel(“SceneName”); 을 쓰면 경고메세지가 뜨는 현상. : 네이버 블로그
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application loadlevel application loadedlevel
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- Summary of article content: Articles about application loadlevel application loadedlevel 这个主要是灯光设置有问题。灯光要改为自动烘培。 按照如下步骤就可以了。 …
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Using Unity Scene Manager | sk33lz
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- Summary of article content: Articles about Using Unity Scene Manager | sk33lz Many, if not all of the old Application.LoadLevel function has been deprecated in Unity 5.3 for the new Scene Manager code … loadedLevel);. …
- Most searched keywords: Whether you are looking for Using Unity Scene Manager | sk33lz Many, if not all of the old Application.LoadLevel function has been deprecated in Unity 5.3 for the new Scene Manager code … loadedLevel);. The Unity Scene Manager was introduced in Unity 5.3 and changes the way that scenes are loaded in the game. Many, if not all of the old Application.LoadLevel function has been deprecated in Unity 5.3 for the new Scene Manager code. This guide will help upgrade C# code we found that was deprecated during this update related to scene loading and getting information such as the current loaded scene. The good thing is that everything that you currently have in your game is still going to work until you can get around to updating the deprecated code.
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Let’s Clean Up Those Notices!
Troubleshooting
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UnityEngine.Application.LoadLevel(int) Example
28. Example
public void Update() { if (m_saveThread != null && m_saveThread.ThreadState != ThreadState.Running) { // After saving an Area Description, we reload the scene to restart the game. #pragma warning disable 618 Application.LoadLevel(Application.loadedLevel); #pragma warning restore 618 } // Pressing the back button should popup the management window if you are not in the management screen, // otherwise it can quit. if (Input.GetKey(KeyCode.Escape)) { if (m_managementRoot.activeSelf) { // This is a fix for a lifecycle issue where calling // Application.Quit() here, and restarting the application // immediately results in a deadlocked app. AndroidHelper.AndroidQuit(); } else { #pragma warning disable 618 Application.LoadLevel(Application.loadedLevel); #pragma warning restore 618 } } }
Application.LoadLevel / Restarting my game
1 I want to press Start and be taken to the first level
Start scene – At the moment the OnClick() event in the Button component on your Przycisk Start Text is set to call the LoadNextLevel() method within LevelManager. Whilst the code you have is using the deprecated methods (e.g. Application.loadedLevel ) this should still work.
Please confirm step 1 is working as expected.
2 If I lose on this level I want to be able to click Restart and be taken back to the first level to play again, not the Menu. Everytime I press RESTART buttom I will start at first level and I’ll have to beat all game again ( for now )
Lose scene – At the moment the OnClick() event in the Button component on your Restart Text is set to call the LoadLevel() method within LevelManager, passing it the scene name Level_01. Whilst the code you have is using the deprecated methods (e.g. Application.loadedLevel ) this should still work.
Debug.Log(Application.loadedLevel); this line within the LoadLevel(string name) will not be called. You request that a different level is loaded before it, when that level loads a new LevelManager object is instantiated, the one that you were using is destroyed, the Debug.Log statement is lost.
Move the Debug.Log(Application.loadedLevel); statement above the Application.LoadLevel(name); statement.
The expected output in the console would be the index of the level being loaded, if you are restarting then I would expect this to be index 2. If you were returning to the Menu then index 1. (see item 4 below regarding scene index order).
3 If I click on Menu I want to be returned to the Menu
Win scene – At the moment the OnClick() event in the Button component on your MenuStart Text is set to call the LoadLevel() method within LevelManager, passing it the scene name Start. Whilst the code you have is using the deprecated methods (e.g. Application.loadedLevel ) this should still work.
Please confirm that Step 3 is working as expected.
4 If I complete the first or subsequent levels I want to be taken to the next level
LevelManager script – Looking at the method ZniszczoneLoad() the code contained within looks like it would successfully call the LoadNextLevel() method, which in turn would load the next level, based on the level index number. For example, if Level_04 is index number 5, then it would try to load the scene with the index of 6, presumably this is you Win scene?
Please confirm from your build settings the indexes of the scenes. You would probably want them in this order for now (Start, Level_01, Level_02, Level_03, Level_04, Win, Lose)
Please confirm that Step 4 is working as expected, that you progress from one level to the next, and if you are successful you get all the way to the Win scene.
5 If I click on Menu I will be taken back to the Menu
See Item 3 above.
6 If I complete all levels I want to see Win scene with an option to return to the Menu
Please confirm that this works as expected.
So, please respond to each part of the above and we will see where we are from that. Tagging you so that you can find this new topic more easily @Marcin_Radczyk
Using Unity Scene Manager
The Unity Scene Manager was introduced in Unity 5.3 and changes the way that scenes are loaded in the game. Many, if not all of the old Application.LoadLevel function has been deprecated in Unity 5.3 for the new Scene Manager code. This guide will help upgrade C# code we found that was deprecated during this update related to scene loading and getting information such as the current loaded scene. The good thing is that everything that you currently have in your game is still going to work until you can get around to updating the deprecated code. It will just give you some annoying warnings with notices like the following:
Assets/Scripts/someScript.cs(10,12): warning CS0618: ‘UnityEngine.Application.LoadLevel(string)’ is obsolete: ‘Use SceneManager.LoadScene’ Assets/Scripts/someScript.cs(20,22): warning CS0618: ‘UnityEngine.Application.loadedLevelName’ is obsolete: ‘Use SceneManager to determine what scenes have been loaded’
I had quite a time trying to find the right code to use to fix these issues, as the documentation is pretty lacking so far. I figured I would need the information again probably, so I figured it would be helpful for other Unity developers getting these warnings since updating to Unity 5.3 also.
Let’s Clean Up Those Notices!
Add the Scene Manager Namespace
First we need to make sure any script files we are modifying to use the new Screen Manager functions have the proper using Directive namespace added. Add the following line of code to any C# scripts that you will be modifying to use Scene Manager.
using UnityEngine.SceneManagement;
Search and Replace Application.LoadLevel
Next we want to search and replace all instances of
Application.LoadLevel
with the following code:
SceneManager.LoadScene
You should end up with something like the following code after upgrading to use with Scene Manager:
SceneManager.LoadScene(“Level1”);
Search and Replace SceneManager.LoadScene(Application.loadedLevel);
Because we have already done a search and replace on SceneManager.LoadScene, we can use that to find and replace any instances of where we used to use Application.LoadLevel(Application.loadedLevel); with the new Scene Manager way of calling that function. Find and replace
SceneManager.LoadScene(Application.loadedLevel);
with the following code:
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
Search and Replace Application.loadedLevelName
Finally we need to find and replace all the remaining Application.loadedLevelName functions with the new Scene Manager function. Find and replace
Application.loadedLevelName
with the following code:
SceneManager.GetActiveScene().name
Troubleshooting
I ran into a few issues that were mistakes on my end that I wanted to point out for others.
Don’t Forget the Namespace!
The functions will not work unless you add the Scene Manager namespace at the beginning of your C# script file.
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