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Question by bkolarik · Jun 03, 2014 at 12:11 AM · loops

Looping through numbered scenes

I'm new to Unity and trying to create a simple memory game where objects on unique backgrounds appear on the screen for a few seconds in a specified order. Each object is it's own scene number 1-60. I am trying to load the scenes with some repetition so that the sequence would be to load the scenes in an order like (1,3,2,1,5,8,2,3,9,5.....). My attempt at coding this is below. I'm trying to index into the variable levels to load that level in sequence. This however, does not work.

 var levels = ["2", "3", "1", "4", "1","2", "8", "3", "7", "1","8"]; 
 static var MyInt: int = 1;
 
 function Update(){
 //print(MyInt);
 
 var thisValue: String =levels[MyInt];
 //print(thisValue);
 var scene:String = thisValue.ToString();
 print(scene);
     Application.LoadLevel(scene);
 
 MyInt=MyInt+1;
 }
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avatar image ozone · Jun 03, 2014 at 01:43 AM 0
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Correct me if I'm wrong, but it seems to me that there is probably a much more efficient way to do this than loading a different scene for each object and background you want to show. Is there a particular reason why you can't create an array of objects and an array of backgrounds and then change the background by pulling an item from each array at the same index?

avatar image iwaldrop · Jun 03, 2014 at 03:11 AM 0
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Ozone has a very valid question. There is no case I can think of where loading a new scene to display a different element on the screen is the right way to do it.

Use a GUITexture or something to show what you want, and rotate them. Also, use the code formatting button in between the quote and paperclip formatting icons to block-format your code. I've done it for you here.

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Answer by iwaldrop · Jun 03, 2014 at 03:13 AM

It will not work unless the GameObject that you attach this script to is flagged to not be destroyed on level loads. Add the following method to get your script working.

 function Awake()
 {
     DontDestroyOnLoad(gameObject);
 }
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