I've started learning C# and Unity3D this year and I've come across a problem. I'm loading a new level and the player object gets initialized before the the level has finished loading.
I think I only need to check whether the level is loaded or not before initializing the object. I don't know if I could use LoadLevelAsync. I'm using Unity3D Personal Edition.
My current code:
MasterClient.cs
void Update(){
if(SceneUpdateRequired)
{
Application.LoadLevel(SceneUpdateID);
if (Application.isLoadingLevel == false)
{
SceneUpdateRequired = false;
SceneUpdateCompleted = true;
}
}
}
void CharacterLoginUpdate(){
if (SceneUpdateCompleted == true)
{
GameObject networkPlayerObj = (GameObject)Instantiate(NPlayerObj, PlayerLoginUpdatePosition, PlayerLoginUpdateRotation);
NPlayer networkPlayer = networkPlayerObj.GetComponent<NPlayer>();
networkPlayer.UpdatePlayerInstantiateCompleted(PlayerLoginUpdateNetworkID, PlayerLoginUpdateHP, PlayerLoginUpdateClass, PlayerLoginUpdateLevel, PlayerLoginUpdateName, PlayerLoginUpdatePosition);
PlayerLoginUpdateRequired = false;
}
}
The problem with your code is your are loading level in update where if you dont control the task with booleans you are going to end up with big problems. your update code should be as follows
void Update(){
if(SceneUpdateRequired)
{
Application.LoadLevel(SceneUpdateID);
SceneUpdateRequired = false;
}
if (Application.isLoadingLevel == false)
{
SceneUpdateRequired = false;
SceneUpdateCompleted = true;
}
}
This way the scene code will try to load level only when you request it to and not every time in update loop as loading levels is heavy.
Another thing is you might encounter one more problem if you need to use SceneUpdateRequired,SceneUpdateCompleted variables somewhere else the
if (Application.isLoadingLevel == false)
{
SceneUpdateRequired = false;
SceneUpdateCompleted = true;
}
the above part which is in update loop will reset the variables everytime whenever its not loading the level. To prevent this you will have to introduce another boolean flag to stop its update happening everytime. So your code will end up looking like this if you want to prevent everyframe update
void Update() {
if(SceneUpdateRequired){
Application.LoadLevel(SceneUpdateID);
SceneUpdateRequired = false;
}
if (Application.isLoadingLevel == false && StartCheckingLoadLevel){
SceneUpdateRequired = false;
SceneUpdateCompleted = true;
StartCheckingLoadLevel = false;
}
}
void StartLoad() {
SceneUpdateRequired = true;
SceneUpdateCompleted = false;
StartCheckingLoadLevel = true;
}
void CharacterLoginUpdate(){
if (SceneUpdateCompleted == true) {
Debug.Log("Do Something after load");
} else {
Debug.Log("Scene not yet loaded");
}
}
Hope this helps.
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