![]() ![]() ![]() Or if you don't actually want to keep the main menu scene, then you can avoid all that and use LoadSceneMode.Single. However, you can make that new scene the active scene with SceneManager.SetActiveScene. What happens in this situation is that the currently "active scene" stays the "active scene", and the content of the new scene gets added as another scene which is also being executed. So the concept of "active scene" becomes a bit fuzzy. This parameter allows you to have more than one scene at the same time. The reason for this behavior is that you are loading your scenes with LoadSceneMode.Additive. Private void DisableEnableUiTexts(bool enabled) Private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1) SceneManager.sceneLoaded += SceneManager_sceneLoaded SceneManager.LoadScene(0, LoadSceneMode.Additive) MenuController.LoadSceneForSavedGame = false Public class BackToMainMenu : MonoBehaviour How can I avoid creating the DontDestroyOnLoad all the time? This script is in my Game scene: using System.Collections When I press the escape key back to the main menu it keeps creating the DontDestroyOnLoad object over and over again. Public void changeVolume(float sliderValue)ĭuring Update, even if the Game scene has loaded (and only the Game scene is loaded) sceneName is still set to "Main Menu": if (sceneName = "Game" & currentScene = false) If (sceneName = "Game" & currentScene = false) Var mainmenumusic = GameObject.Find("Main Menu Settings") ĪudioSource.volume = mainmenumusic.GetComponent().volume Scene currentScene = SceneManager.GetActiveScene() Create a temporary reference to the current scene. Start is called before the first frame update Public class AudioManager : MonoBehaviour However, even if the Game scene is loaded it keeps showing the Main Menu scene in the name: using System.Collections Then, when starting a new game the Main Menu scene is unloaded and the Game scene is loaded. When running the game it starts with the Main Menu scene loaded. A somber and peaceful original soundtrack by Ryan Sligh.I have two scenes: "Main Menu" and "Game.".Enemies that become part of the puzzle.Meticulously hand drawn levels and animations.Explore underground ruins, ancient towers, floating cities, and more!.Solve lateral thinking puzzles that use 2D dynamic lights in unexpected ways.Explore hand drawn landscapes and discover ancient technologies while uncovering the secrets behind this strange power. Flip switches, rotate lights, carry lanterns to light up the world, and close the eye to create afterimages where you need them to overcome the many puzzles and challenges in this world. ![]() Use lights to your advantage when the eye is open. To you, these afterimages are solid objects, and you can jump on them to get to unreachable places and accomplish impossible feats. But a curious thing happens when its eye closes, the world disappears around you and anything brightly lit up leaves an afterimage burned into the vision of the Eye. You are trapped within the perception of a mysterious Eye everything it sees is a reality for you. ![]()
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