I have a “Start Game” button
public static bool GameIsStart;
public void changeCamera ()
{
if (GameIsStart == true)
return;
GameIsStart = true;
SceneManager.LoadScene ("Game");
}
}
`` There is a script that I added to the Prefabs
public GameObject [] gameobject;
private bool gameobject_IS_Spawn;
private float RandomPositionforX;
private int RandomObjects;
private void Update ()
{
if (StartGame.GameIsStart &&! gameobject_IS_Spawn)
{
StartCoroutine (Spawngameobject ());
gameobject_IS_Spawn = true;
}
}
IEnumerator Spawngameobject ()
{
while (true)
{
if (StartGame.GameIsStart)
{
yield return new WaitForSeconds (1.3f);
RandomPositionforX = Random.Range (-2.28f, 2.28f);
RandomObjects = Random.Range (0, gameobject.Length);
Instantiate (gameobject [RandomObjects], new Vector2 (RandomPositionforX, 24f), Quaternion.identity);
}
}
}
}
There is a button on the “Game” scene to access the preview
public void ChangeScene ()
{
SceneManager.LoadScene (“preview”);
}
}
I click on the button, the “Preview” scene is loaded, but the “Start game” button does not work.
If I put in the “Preview” button SceneManager.LoadScene (“Game”) then I restart the scene (“Game”) and everything works. But if SceneManager.LoadScene (“Preview”) but the buttons don’t work. When switching between scenes, is it necessary to stop Coroutine How can this problem be corrected?
unity3d