Can't load third scene

Hello. My application loads the first two scenes just fine, but seems to not even know the third one is there. TIA!

using UnityEngine.SceneManagement;

public class Audio : MonoBehaviour
{

void Awake()
{
DontDestroyOnLoad(gameObject);
}
static int count = 1;

// Update is called once per frame
void Update()
{
count++;
Debug.Log("audio: " + count);
// if (count < 720000)

if (count == 1000)
{
SceneManager.LoadSceneAsync(“GroundScene”);
}
if (count == 2000)
{
SceneManager.LoadSceneAsync(“CCR”);
}

}

I only see two (2) scenes.

Time for you to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

- the code you think is executing is not actually executing at all

  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

For future reference;

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: Using code tags properly

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)
1 Like

Sorry, I couldn’t figure out how to delete this thread. I actually got AI to fix it. I just needed to add the open scene to the build settings. Bing AI - Search

Counting down Update() calls to load a new scene is a terrible way of doing this. Try learning Timeline if you need this to be timed because 2000 Update() cycles doesn’t mean it’ll always complete in 33.33333333333 seconds due to fluctuating deltaTime. At the minimum FixedUpdate would be in order but that’s still bad practice when you could run a Coroutine that yields new WaitForSecondsRealtime(33.33333f).

I put a lot of effort into using timeline for this, and it was nigh on impossible. That’s the way I originally wanted to do it.