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Question by Xysch · Nov 27, 2014 at 06:16 AM · c#uilevelwaitforsecondsfade

Changing scenes with unity 4.6 UI

So I'm trying to have a fade effect and I need it to wait a certain time, but I can't get it to run an IEnumerator and a void won't wait. Does anyone know how to overcome this?

 using UnityEngine;
 using System.Collections;
 
 public class UINextLevel : MonoBehaviour {
     
     public void NextLevelButton(int index)
     {
         float fadeTime = GameObject.Find ("GM").GetComponent<FadingLevel> ().BeginFade (1);
         yield return new WaitForSeconds (fadeTime);
         Application.LoadLevel(index);
     }
 
     IEnumerator change(string levelName){
 
     }
 }
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Answer by g8minhquan · Nov 27, 2014 at 06:25 AM

Your code is wrong, you yield return in a normal function, while doesn't yield return anything in the Coroutine. It should be something like this:

  public void NextLevelButton(int index)
  {
      StartCoroutine(Change());
  }
 
  IEnumerator Change(){
       yield return new WaitForSeconds (fadeTime);
       Application.LoadLevel(levelName);
  }
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avatar image Kiwasi · Nov 27, 2014 at 08:51 AM 0
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That's the answer. You can get around every one of the restrictions on function calls from the UI buttons by using wrapper methods that do meet the criteria.

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