Scene management - loading next level

Hello

I am new to Unity. My current Unity version is 2021.3.5f1

I am making a 2d platformer for my unity essential checkpoint project. I have main camera, a player, ground and a gameObject (named End) which i intend to use it for entering my next level. If my player collides with End next scene should be loaded.
I can not find what i am doing wrong. While playing in game tab if my player collides with the End object, tab changes to scene tab and next scene is not loaded. The code of the script is given below.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class FinishLine : MonoBehaviour
{
   
    private void OnCollisionEnter2D(Collision2D other)
    {
        if (other.gameObject.CompareTag("Player"))
        {
            SceneManager.LoadScene("scene2");
        }
    }
}

The error on the console is:
ā€œScene ā€˜scene2ā€™ couldnā€™t be loaded because it has not been added to the build settings or the AssetBundle has not been loaded.
To add a scene to the build settings use the menu File->Build Settingsā€¦
UnityEngine.SceneManagement.SceneManager:LoadScene (string)
FinishLine:OnCollisionEnter2D (UnityEngine.Collision2D) (at Assets/FinishLine.cs:12)ā€

But iā€™ve already added my two scenes in Build Settings.

Omg i was using ā€œscene2ā€ as the second level. But my second level is level2. I changed the code as below and now it works just fine.

private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.CompareTag("Player"))
        {
            SceneManager.LoadScene("level2");
        }
    }
}
1 Like

Yeah, thatā€™s a thing!! Iā€™ve been there, done that. Hereā€™s the fastest way to hone right in on these problems: print EVERYTHING out and question each result.

Time 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
  • youā€™re getting an error or warning and you havenā€™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 or 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.

Hereā€™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:

ā€œWhen in doubt, print it out!ā„¢ā€ - Kurt Dekker (and many others)

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

1 Like

It is surprising getting an advice this helpful due to a silly mistake. I just finished unity essentials pathway today and started junior programmer pathway. I believe your valuable input will help me through the course. Thank you.

1 Like