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Question by supertrentyguy · Mar 27, 2013 at 09:22 PM · animationtriggercutscenehorror

Animation end trigger

I need help with a cutscene in unity pro, basically what I am trying to do is after a the camera aminimation is done, I want it to go to the next scene, w$$anonymous$$ch is named Horror. Basically t$$anonymous$$s cutscene is just you getting up from the ground w$$anonymous$$lst breat$$anonymous$$ng heavily (From a first person perspective) Help!

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Answer by LightSource · Mar 28, 2013 at 12:53 AM

Here is a concept to start you off.

 var hold : int = 5; //Set t$$anonymous$$s for how long your animation is
 
 function Update () {
 
 //Play animation
 
 wait()
 
 Application.LoadLevel(); //Your scene
 
 }
 
 function wait () {
 
 yield WaitForSeconds ((hold));
 
 }
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avatar image supertrentyguy · Mar 28, 2013 at 05:19 PM 0
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I'll try. ... It didn't work. I tried C# and javascript, but what it did was it said on the java script one that it was expecting "EOF" at the first line instead of "hold" I am using unity 4.0, maybe it's part of a new update? And the C# ended in total devastation. :/ Ok, I'll update my unity and see if that works. ... Which will take an hour. D:< Nope, it's not working. Here's what I get; Assets/animation.js(1,1): BCE0044: expecting EOF, found 'hold'.

avatar image LightSource · Mar 28, 2013 at 11:19 PM 0
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Oops,it needs var before it. And it is a Javascript. I'm changing it now.

Unity updates do not change javascript.

avatar image supertrentyguy · Mar 28, 2013 at 11:33 PM 0
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I hope this works... ... It didn't! D: This is what happened; Assets/animation.js(7,7): UCE0001: ';' expected. Insert a semicolon at the end.

avatar image LightSource · Mar 28, 2013 at 11:34 PM 0
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Oh come now... you can fix this one cant you? Put a semi-colon at the end of wait().

avatar image supertrentyguy · Mar 28, 2013 at 11:36 PM 0
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Derp. Puts semicolon ... Assets/animation.js(9,22): BCE0023: No appropriate version of 'UnityEngine.Application.LoadLevel' for the argument list '()' was found. D:< Wait... I think I know what to do here... Nope, I broke it even more. >.< I just reset the code before I broke it. :P I just started using unity 6 days ago, and I haven't quite learned what the error reports mean yet. Done updating this comment. WAIT! I FIXED IT! I FIXED IT! :D

 var mainMenuSceneName : String;
 var hold : int = 11; //Set this for how long your animation is
  
 function Update () {
  
 //Play animation
  
 wait();
  
 Application.LoadLevel(mainMenuSceneName); //Your scene
  
 }
  
 function wait () {
  
 yield WaitForSeconds ((hold));
  
 }

... Nevermind, the cutscene doesn't even have time to do it's thing, it just goes to the game. ._.

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