Code is a little different, same results so its okay?

Did mine a little different but it appears to be having the same effect, I was actually kind of happy to figure out a different way of doing it that actually works, feels like things are starting to click (plus getting more comfortable finding what I want in the unity scripting API)

I can’t foresee any issues but if anyone can see something glaringly obvious let me know.

{    
    private Scene currentScene;
    [SerializeField]
    float loadDelay = 2f;

    void Start()
    {        
        currentScene = SceneManager.GetActiveScene();        
    }
    void OnCollisionEnter(Collision collision)
    {
        switch (collision.gameObject.tag)
        {
            case "Friendly":
                Debug.Log("Collided with a afriendly object");
                break;
            case "Finish":
                FinishSequence();
                break;           
            default:
                Debug.Log("That was life ending");
                CrashSequence();
                break;
        }
    }

    void LoadNextLevel()
    {
        // if there is a scene in the build index after the current scene load that one
        if (currentScene.buildIndex < SceneManager.sceneCountInBuildSettings -1)
        {
            SceneManager.LoadScene(currentScene.buildIndex + 1);
        }
        // if we are on the last scene in the build index load the first scene in the build index
        else if (currentScene.buildIndex == SceneManager.sceneCountInBuildSettings - 1)
        {
            SceneManager.LoadScene(0);
        }
        
    }

Looks good. Congrats!

This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.

Privacy & Terms