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I know this has been asked before, but it just doesn't work, and I don't see what I'm dooing wrong. (I use javascript)
I've read the documentation and I thought this would work, but it seems to wait for ever (instead of 2 seconds), Application.LoadLevel(currentLevel) is never executed. don't know if it could be relevant, but this code is not part of a script attached to a gameobject (and it's a singleton). EDIT: I tried it differently now, like this:
But it still doesn't work, it does exactly the same. why is that ?
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Your script is correct. You need to attach your script to a GameObject. What I do is create an Empty GameObject for all my games, and call it 'GameManager'. Any game-wide scripts are then attached to that game object. is there a way without attaching it to a GameObject ? it's just a lot cleaner without (also, I would have to rewrite all the singleton stuff, so it works with the gameobject and it doesn't get deleted when switching levels ...)
Dec 29 '10 at 12:39 PM
Steven 1
tried a different approach, see edit
Dec 29 '10 at 12:57 PM
Steven 1
As far as I know it needs to be attached to a GameObject. There is nothing messy about having a GameObject to manage all your global game logic. I find it very clean and efficient.
Dec 29 '10 at 01:08 PM
Meltdown
ok but I still don't get at all why my 2nd approach doesn't work. (the messy thing is that I have to create a gameobject at the beginning of the game and make sure it never gets deleted and is accessable from everywhere)
Dec 29 '10 at 01:15 PM
Steven 1
DontDestroyOnLoad(this.gameObject); will make any object a script is attached to be a perm. resident of your game world even on scene changes. The easiest approach is to create one at the beginning map, tag it with a unique tag to retrieve the object easily and then use its script.
Apr 27 '11 at 05:25 PM
Bryan 4
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