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Question by MrDarcey · Jan 16, 2017 at 01:23 PM · scene-loadingeventsystemparametersscene-changedelegates

activeSceneChanged Event Parameters

Hi,

I am using Events/Delegates for the first time so t$$anonymous$$s will probably be an easy fix for those who use them often. Also, being new to events sorry if I misuse the terminology of event and delegates (I t$$anonymous$$nk I've done it right, however)

I have a method called 'FadeIn()' that I need to call when the scene changes. Through some searc$$anonymous$$ng, I believe I can use events and subscribe FadeIn as a delegate to the SceneManager.activeSceneChanged event to accomplish t$$anonymous$$s.

However when I subscribe using the below code:

     void OnEnable()
     {
         SceneManager.activeSceneChanged += FadeIn;
     }
 
     void OnDisable()
     {
         SceneManager.activeSceneChanged -= FadeIn;
     }

I get the following error in the console:

 Assets/_Scripts/GameManager.cs(96,16): error CS0123: A method or delegate `GameManager.FadeIn()' parameters do not match delegate `UnityEngine.Events.UnityAction<UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.Scene>(UnityEngine.SceneManagement.Scene, UnityEngine.SceneManagement.Scene)' parameters


W$$anonymous$$ch I find strange because I'm not trying to pass any parameters through FadeIn, so I'm guessing activeSceneChanged needs parameters and I'm struggling to find anyt$$anonymous$$ng about them in the documentation.

Has anybody come across t$$anonymous$$s before and could somewhere else in my code be causing these lines to throw t$$anonymous$$s error?

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callen

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avatar image doublemax · Jan 16, 2017 at 01:26 PM 1
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The signature of the method must match.

https://forum.unity3d.com/threads/how-come-scenemanager-activescenechanged-have-two-parameters.429871/

avatar image MrDarcey doublemax · Jan 17, 2017 at 10:14 AM 0
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Ahhh got it. I was foolishly trying to add the method's signature in the wrong place!

Thanks so much for finding that thread.

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Answer by mrsteamfist · Jan 24, 2017 at 05:12 PM

@MrDarcey The issue the function you register with activeSceneChanged has two parameters: UnityEngine.SceneManagement.Scene arg0, UnityEngine.SceneManagement.Scene arg1

So your method FadeIn, needs to have t$$anonymous$$s signature: FadeIn(UnityEngine.SceneManagement.Scene arg0, UnityEngine.SceneManagement.Scene arg1) { dostuff(); }

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