question on LoadLevelAdditiveAsync

Hello, i have a problem with LoadLevelAdditiveAsync I am currently developing a mmo however I encounter some problems with the use of LoadLevelAdditiveAsync currently I have 2 scenes login and world with a server made in nodeJS when the successful connection happens well on the world scene however login remains present (I inquired and I read that it was necessary to use destroy to remove the prefab not to use is it always the case?)

I also have a problem to display the user’s name on the ui i use this way

    private Text users;
users =  GameObject.Find("player").GetComponent<Text>();
users.text = logininput.text;

but it’s don’t work

It sounds like you should be using Application.LoadLevelAsync to replace login with world, instead of LoadLevelAdditiveAsync which will add login and world together. (Or, if you’re using a newer version of Unity, use SceneManager.LoadScene).

For the player name problem, you’ll probably want to keep your login info in a data structure that exists outside of the login scene so you can access it in the world scene. Something like:

public static class LoginInfo {
    public static string playerName;
}

Then, assuming your player GameObject is always named “player” and it always has a UI Text component, you can do this:

users.text = LoginInfo.playerName

(This really isn’t the most robust or ideal way to handle it, but it’s a start.)

thanks you

Happy to help!