How to load a scene after a timer or delay in Unity3D with SceneManager
Vložit
- čas přidán 5. 08. 2024
- Check out the Course: bit.ly/3i7lLtH
-------
Load any scene after a configurable delay with this easy script. Download the example project or work along with the video example.
More Info: unity3d.college
Download Link: unity3dcollege.blob.core.wind...
5 Years later, and it still works flawlessly. Thank you good sir!
6*
@@BLUESCREENXD I posted that a year ago. Learn to read
@@ElMatero6 I know, it’s just a flavour of nostalgia
Great video! I wasn't able to find any videos that go straight to the point of a countdown timer. Liked.
Thank you! I've been trying to figure out how to do this for many hours and this helped me immensely!
I came back here to enjoy your video and follow your channel, after a long marathon trying to create a splash screen with a video in .mp4, it was with his teaching that I was able to put together a code of mine and create it! Thank you so much from Brazil.
I had a doubt about that and you already had an answer 5 years ago. Thanks!
Brilliant, Jason! Direct and clear! Thank you!
This might be old, but this was a life saver! Thank you!
Wow ur the first one from who my script worked. Thanks!
I was searching other thing, but found some nice features, which i didn't know before. Jason you are Great ... :) as always
Great work, despite the low views and likes, that's a well explained tutorial!
what a beautiful simple logic is possible to do, I am amazed and disappointed that I can't think like that yet, you re G
Just letting you know that your tutorial has saved my ass from deadline doom. Thanks
You saved my life!! Thank you very much :D
you are saving me, thank you so much
thank you very much,now my project works,time for transitions now
Thanks man. I've made a Easter egg which it shows if you stay 2 mins on the menu screen. Very useful
It worked amazing thank you so much for the help!
Man You Saved My Game!!!!!, Thank You, I Can't express my words, you saved me bro you saved me!
thanks worked very well for a project I'm working on
THANK SOOO MUCH!! YOUR A LIFE SAVER
thank you very much this is just what i needed
Thank you very much this helped me a lot!
Again, can't say it enough, this is exactly what I needed, just as good if not on par with Brackey's.
We miss him already
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class script : MonoBehaviour
{
[SerializeField]
private float delayBeforeLoading = 10f;
[SerializeField]
private float timeElapsed;
private void Update()
{
timeElapsed += Time.deltaTime;
if (timeElapsed > delayBeforeLoading)
{
SceneManager.LoadScene(1);
}
}
}
@Corsoul Studios np homie
This saved me!!!!! Thank you so much!!!!!!!
Superb Tutorial, Thanks
Thanks sir, I tutorial saved my lots of time and problems
Thanks ...It was very useful
this worked great loading the first three scenes of my project, but when I added a fourth scene the timing became very inconsistent. I am pretty new to unity, does the timing get more inconsistent the more scenes you add, or how complex the scene is? Is there a way to keep the timing more consistent. otherwise it works great.
thank you for this tutorial! I'm new at Unity, and trying to do this from scratch was a nightmare for me!
Thank you!!!!!!!!!!! Subbed
can you help me?
i want the player to be in a location where if you go idle for a long time,it will trigger a scene.
For example:
I am standing in a tall building for a long time and when the timer runs out,a scene will trigger where someone will push the player off the building causing a game over,but when the player isnt in that range where the scene will occur,the timer turns off automatically and turns back on when youre inside its range.
if you cant understand what im saying im sorry...
THANK YOU!
Thank you!!
THANKS A LOTTTT!!!!!!!!!!!!!!!!!!!
I have a Q about the scope of attributes like [SerializeField]. : does the attribute apply to to whatever is the next field? Or would it apply to a property too? Also, if you used braces {} after an attribute, would you be able to make it apply to several fields at once, rather than needing to add the attribute over and over again?
Thankyou SO much
Thanks!
Hi, i was using this for one of my "onclick" buttons. It works perfect, but the only problem is it's triggering on all my buttons though it's not attached to them. Any idea what could be causing this?
thank u! :D
Thank's a lot
Thx Dude :)
Thanks for video
you're welcome :)
I want to buy you a coffee hahaha
Thanks ♥
Another brilliant video, thanks so much.
what are the buttons for Ctrl+. (period)
can i use it for wait for second before attacking the target?
I extracted my assets to bring it into the new project so i can upload to Spatial and I can bring them in with no problem but when I try to load my scene so i can see my project unity crashes. Any help would be apreciated.
THANK YOUUUUUUUUUUUUUU
thankyou
Hello i got a question, the 10 that ge put, is that a seconds or minutes?
I know I'm 5 years too late on this video but I basically have this working but I just have one question. Basically I have this to where if you walk into a trigger, then wait 5 seconds, you die. I want the player to be able to escape the death part and if they were to step out of the trigger, the script would deactivate. Do you have any idea how I could do this? I'm kind of new to Unity.
0:08 OMG
what
@@john..cheek15 someone in the background saying omg
we can also use invoke method to call a method after certain time rather than calculating time with delta time
Is there a way I can do this but start the delay after I press a button
Is there any way to add a fade out/in before the scene reloads ?
bro you have to animate it
ty
thankyou for the video. but is there anyway i can have the timer only start after a button is clicked
Any luck on this one?
is there a way to set this to load a random scene from a list of 4 different ones?
Sure. You'd want to put the scenes in an array, then use UnityEngine.Random.Range(0,3) to pick a random index between 0-3 (assuming four scenes). Then just load the scene at that index. LMK if that doesn't make sense
So scene 0 can be used as background music loader and dont destroy onload then to auto move menu scene (1).
There should be no duplicate issue if you move between game levels and menu.
Hello, even though I knew the method on how to get to the next scene, I liked how you explained, other things connected to what your where instructing us on. I have been searching for a tutorial on how to set the landing transform position, for the player. I found one for 2d but it also involved scriptable objects, and I was hoping to be able to determine where my player lands, after a scene change. I would like request you make such a tutorial, which I perceive many will enjoy.
Hi.Please help,how can i When image target is detected, trigger a new scene
Mxolisi Khumalo I don’t think any of us know what you mean.. do you just want to load new scenes whoever the player moves their cursor on top of a certain image? Just send a camera raycast and detect the image layer or tag or something, and use that data to trigger an event or call the SceneManager class then and there
HI. I tied your code and it works but Im having an issue. I have a fade out animation and it seems that when the time goes out, it changes scene and doesn't play the animation. How can I fix this?.
Thanks for the tutorial.
maybe make a delay for the animation and then depending on how long it is add more delay so it moves to the new scene after your animation
Thanks +1Sub
This script still works in 2020 , it’s better to write the script when he’s done writing, so you don’t have to do the fixes and stuff
can you delay a load scene after a collision to show off an explosion? if so can someone please provide me with a script
Simply, do it with bool. For example:
bool startTimer=false;
void OnCollisionEnter2D (Collision2D col)
{
if (col.gameObject.name == "gameObject name that has collider here")
{
startTimer=true;
}
}
//NOW, YOU CAN USE THIS BOOL STATE(TRUE/FALSE) IN UPDATE FUNCTION
void Update()
{
if(startTimer==true)
{
timeElapsed+=Time.deltaTime;
if(timeElapsed>10f)
{
SceneManager.LoadScene(1);
}
}
}
Hi, I know im late but the best way to fix that is by enabling the game object your LoadAfterScript is on after a collision. Hope that helps.
@@brainovergames7790 you are a genius
thx alot for the info and the code
How do I script a scene change based on a killCount?
using UnityEngine;
using UnityEngine.SceneManagement;
public class LoadLevelAfterTime : MonoBehaviour
{
[SerializeField]
private float delayBeforeLoading = 10f;
[SerializeField]
private string sceneNameToLoad;
private float timeElapsed;
private void Update()
{
timeElapsed += Time.deltaTime;
if (timeElapsed > delayBeforeLoading)
{
SceneManager.LoadScene(sceneNameToLoad);
}
}
}
THX but its not relly what i wont
hours wasted cz i wasn't using +=
Thanks!!! 🙏🙏🙏🙏
using UnityEngine;
using UnityEngine.SceneManagement;
public class LoadLevelAfterTime : MonoBehaviour
{
[SerializeField]
private float delayBeforeLoading = 10f;
[SerializeField]
private string sceneNameToLoad;
private float timeElaspsed;
private void Update ()
{
timeElaspsed += Time.deltaTime;
if (timeElaspsed > delayBeforeLoading)
{
SceneManager.LoadScene (sceneNameToLoad);
}
}
}
thank you kind sir
you are a saint.
🙏🙏🙏🙏