Level loader doesn't work

I have a Gameobject with a Box Collider 2D and a script attached to it that loads a scene when the player enters the collider and has a certain number of items. Below is the script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelLoader : MonoBehaviour
{
public int iLevelToLoad;
public string sLevelToLoad;
public bool useIntegerToLoadLevel = false;
void Start()
{

}
// Update is called once per frame
void Update()
{

}
private void OnTriggerEnter2D(Collider2D collision)
{
GameObject collisionGameObject = collision.gameObject;
List inventory1 = collision.gameObject.GetComponent().inventory;
if (collisionGameObject.name == “Player” && (inventory1.Count == 1 || inventory1.Count == 5)) LoadScene();
}
void LoadScene()
{
if (useIntegerToLoadLevel == true)
{
SceneManager.LoadScene(iLevelToLoad);
}
else
{
SceneManager.LoadScene(sLevelToLoad);
}
}
}

It works for 2 scenes, but if I try to use it on another one it doesn’t work despite the player colliding with the Gameobject. Copying it to a different scene doesn’t work, but if I copy every gameobject of one of the scenes that work into another scene the LevelLoader works. Am i doing something wrong?

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

How to use code tags: https://discussions.unity.com/t/481379

You may edit your post above.

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 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.

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.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

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:

https://discussions.unity.com/t/839300/3

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

ALSO: don’t write code like this:

If you have more than one or two dots (.) in a single statement, you’re just being mean to yourself.

How to break down hairy lines of code:

http://plbm.com/?p=248

Break it up, practice social distancing in your code, one thing per line please.

Yet another awesome answer from Kurt.

I just want to add my sanity check;

  • Make sure you’ve added the scene you’re trying to load to the Build Settings

  • Make sure variables like iLevelToLoad are set correctly in the inspector

Either of these not being correct could cause what you’re experiencing.

1 Like