• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by PumaOfDarkness · Nov 18, 2015 at 08:47 PM · animationscripting beginnerscriptingbasicsyield waitforseconds

Clarifaction needed on LoadLevel delay.

Hi. Long story short, I when a player enters a level there is an animation that will play out automatically. After it concludes, I need the player to be kicked back to the title level. I've read that I need to use the Yield command for this, but have been unsuccessful in finding how to use it properly for this purpose.

What I would like is for the script to start and wait (set to the same time as the animation length) as the animation plays, after which it would run the LoadLevel command to return to the title level.

Though, if you know a better and more efficient method to achieve the same results that would be appreciated too.


Keep in mind that I'm very novice when it concerns scripting of any kind and I apologise in advance for this inevitable instructional inconvenience, I'm primarily a modeller and animator. Any information you'd be willing to share on this matter would be most appreciated.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Soos621 · Nov 18, 2015 at 09:20 PM 0
Share

If you want to "wait" for something to finish you can have something like this:

  public class WaitForEndAnimation (){
        public bool hasEndedAnimation;

        void OnEnable (){
             StartCoroutine(WaitForAnim());
       }

       public void PlayerHasEndedAnimation (){
              hasEndedAnimation = true;
       }

       IEnumerator WaitForAnim (){
            while(!hasEndedAnimation){
                   yield return null; //or yield return new WaitSeconds(1f);
            }
            //send to main menu
      }
  }

The PlayerHasEndedAnimation function can be called either via script but i will suggest you look into animation events, basically you can set an animation to kick off an event at a specific time interval, I specifically use this to regulate attack animations and scripts usually.

http://docs.unity3d.com/$$anonymous$$anual/animeditor-AnimationEvents.html

http://docs.unity3d.com/ScriptReference/$$anonymous$$onoBehaviour.StartCoroutine.html

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Jessespike · Nov 18, 2015 at 09:20 PM

Yield instructions can be called from a coroutine. Use a function to start the coroutine.

     public void LoadNextLevel () 
     {
         StartCoroutine( DelayedLevelLoad() );
     }

     IEnumerator DelayedLevelLoad()
     {
         //delay in seconds, can be specified by an animation clip length or something
         //float delay = GetComponent<Animation>().GetClip("SomeClip").length;
         float delay = 3f;
         yield return new WaitForSeconds(delay);
         Application.LoadLevel("NameOfScene");
     }

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

47 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Set Bool to false after seconds? 2 Answers

How to make a animation play when I press a key 1 Answer

How To Add Animations Through C# Scripts 0 Answers

Play animation on mouseclick 0 Answers

Rotate Player 90 degrees about its Y axis relative to the mouse being dragged between two angles 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges