• 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 DragOOneD999 · Apr 11, 2019 at 07:32 AM · c#scripting problemloadlevelasyncload levelexecution

[SOLVED]The script don't execute after scene reloading

I have t$$anonymous$$s script w$$anonymous$$ch don't execute after reloading scene from a button but execute when doing the same t$$anonymous$$ng from another button with the same line of code:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;   
 public class WaveSpawner : MonoBehaviour {
 
     public static int EnemiesAlive = 0;
 
     public Wave[] waves;
     
     public Transform[] spawnPoints;
 
     public float timeBetweenWaves = 5f;
     public float countdown = 2f;
 
     //public float timeBetweenEnemies = 0.5f;
 
     public Text waveCountdownText;
     public Text wavesText;
 
     private int waveIndex = 0;
 
     private void Awake()
     {
         t$$anonymous$$s.enabled = true;
     }
 
     private void Start()
     {
         Debug.Log(waveIndex + " " + waves.Length + " " + t$$anonymous$$s.enabled);
 
         if (spawnPoints.Length == 0)
         {
             Debug.LogError("No spawn points referenced!");
         }
     }
 
     private void Update()
     {
         if(EnemiesAlive > 0)
         {
             return;
         }
 
         if (waveIndex == waves.Length)
         {
             Debug.Log("LEVEL WON!");
             t$$anonymous$$s.enabled = false;
         }
 
         if (countdown <= 0f)
         {
             if(waveIndex == waves.Length)
             {
                 return;
             }
             StartCoroutine(SpawnWave());
             countdown = timeBetweenWaves;
             return;
         }
 
         countdown -= Time.deltaTime;
 
         countdown = Mathf.Clamp(countdown, 0f, Mathf.Infinity);
 
         waveCountdownText.text = string.Format("{0:00.00}", countdown);
 
         wavesText.text = (waveIndex + 1) + "/" + waves.Length;
     }
 
     //IEnumerator SpawnWave()
     //{
     //    //Debug.Log("Wave Incoming");
 
     //    Wave wave = waves[waveIndex];
 
     //    for (int i = 0; i < wave.count; i++)
     //    {
     //        SpawnEnemy(wave.enemy);
     //        yield return new WaitForSeconds(1f / wave.rate);
     //    }
 
     //    waveIndex++;
     //    PlayerStats.Rounds++;
 
     //    if(waveIndex == waves.Length)
     //    {
     //        Debug.Log("LEVEL WON!");
     //        t$$anonymous$$s.enabled = false;
     //    }
     //}
 
     IEnumerator SpawnWave()
     {
         //Debug.Log("Wave Incoming");
         
         Wave wave = waves[waveIndex];
 
         for (int a = 0; a < wave.waveCount; ++a)
         {
             Transform sp = spawnPoints[Random.Range(0, spawnPoints.Length)];
             yield return new WaitForSeconds(1f / wave.waveRate);
 
             for (int i = 0; i < wave.enemyWave.Length; i++)
             {
                 for (int j = 0; j < wave.enemyWave[i].enemyCount; ++j)
                 {
                     SpawnEnemy(wave.enemyWave[i].enemy, sp);
                     yield return new WaitForSeconds(1f / wave.enemyWave[i].enemyRate);
                 }
             }
         }
 
         waveIndex++;
         PlayerStats.Rounds++;
 
         //if (waveIndex == waves.Length)
         //{
         //    Debug.Log("LEVEL WON!");
         //    t$$anonymous$$s.enabled = false;
         //}
     }
 
     void SpawnEnemy(GameObject enemy, Transform _sp)
     {
         Instantiate(enemy, _sp.position, _sp.rotation);
         EnemiesAlive++;
     }
 
     //void DestroyEnemyOnTargetReach()
     //{
     //    Destroy(gameObject);
     //}
 }
 
Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Vollmondum · Apr 11, 2019 at 08:21 AM

Because you should never ever disable/enable any scripts, ever. Add a bool and set it to false when want script not to execute. Moreover why setting t$$anonymous$$s.enabled into Awake. Just leave it enabled. And remove all t$$anonymous$$s.enabled lines

Comment
Add comment · Show 3 · 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
avatar image DragOOneD999 · Apr 11, 2019 at 08:38 AM 0
Share

I want the script to be disabled when all the waves have spawned and don't execute. Setting a bool does not help. Still same issue. It work when reloaded from one button and does not when reloaded from another button

avatar image Vollmondum DragOOneD999 · Apr 11, 2019 at 09:42 AM 0
Share

you need to replace those lines to check which line disables it. Print something right after the bool is set. When found, switch it back to disabling

avatar image DragOOneD999 Vollmondum · Apr 11, 2019 at 12:01 PM 0
Share

right now I disabled the enabled lines I made a bool isDone it is set to true as soon the waveIndex = waves.Lenght. At the restart is set to false and still not work. Is strange this happen only on game over is not happen when I restart the level When restarting EnemiesAlive is not reseting to 0 so I added on Start function EnemiesAlive = 0 now is working like a charm

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

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

685 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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

Continuously monitor childrens properties 1 Answer

How would i modify my current script to remove these UI buttons without killing my pause menu? 1 Answer

Why does NetworkServer.ReplacePlayerForConnection not recognize the instantiated object parameter? 0 Answers

Is DateTime working on iOS? 0 Answers

PLEAASEE I NEED HELP!!! How to turn Mesh Renderer of cubes on and off by pushing buttons? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges