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Question by ArneMidtlund · Nov 09, 2019 at 12:04 PM · gameobjectstart

How to avoid game starting before start button is clicked?

I've made a game with a Title Screen (Canvas), and a Start Button attached to the Title Screen. Points, GameOver, Restart, and even the Start Button sort of works, but it's possible to play the game before the user presses start.

alt text

Is there a way to make the GameObjects only appear after the button is clicked? I've tried to move and change the "public void StartGame()", but I can't get it right.

This is my first game ever, so hope the code provided is relevant.

Enemy.cs

 void Start()
     {
             enemyRb = GetComponent<Rigidbody>();
             gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
             player = GameObject.Find("Player");    
     }

GameManager.cs

  public void StartGame()
 {
     powerup.transform.rotation);
     score = 0;
     UpdateScore(0);
     isGameActive = true;
     titleScreen.gameObject.SetActive(false);
 }

 void Update()
 {
     enemyCount = FindObjectsOfType<Enemy>().Length;

     if (enemyCount == 0)
     {
         roundNumber++;
         SpawnEnemyIntruders(roundNumber);
         Instantiate(powerup, GenerateSpawnPosition(), powerup.transform.rotation);
     }
 }

 void SpawnEnemyIntruders(int enemiesToSpawn)

 {
   for (int i = 0; i < enemiesToSpawn; i++)
   {
       int enemyIndex = Random.Range(0, enemies.Length);
       Instantiate(enemies[enemyIndex], GenerateSpawnPosition(), enemies[enemyIndex].gameObject.transform.rotation);
   }
 }

PlayerController.cs

     void Start()
 {
     playerRb = GetComponent<Rigidbody>();
     playerAudio = GetComponent<AudioSource>();
 }

StartButton.cs

     void Start()
 {
     button = GetComponent<Button>();
     gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
     button.onClick.AddListener(StartThis);
 }


skjermbilde-2019-11-09-kl-123315.png (358.9 kB)
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Answer by ArneMidtlund · Nov 09, 2019 at 01:12 PM

if(!isGameActive) return; solved it for the enemies, and if(!gameManager.isGameActive) return; did it for the player. Already had the bool isGameActive in the GameManager.

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