I am unable to advance without clarification as to why the new text for state.intro_2 is not generating in “Play Mode”. Instead, the text for state.intro_1 remains without change. I have also noticed that the Console registers the change to intro_2 but it does not show the new text in the game mode.
Images
Intro_1 text appears as desired as well as register per frame on the console.
Intro_2 registers upon (Input.GetKeyDown(KeyCode.B)) as desired, but the new text does not appear on the game screen.
Upon (Input.GetKeyDown(KeyCode.E)), intro_1 strangely does not revert according to the console, and remains at the fixed frame number.
Code
[code] void state_intro_1 () {
text.text = "October 4th, 1944. We took off from Flyingdales at Sunset. " +
"Our orders, to put a Kraut Tank Factory out of commission, " +
"deep inside Nazi Germany. We dropped all we brought, " +
“and lit up the ground as if we were celebrating the 4th of July.\n\n” +
“‘Enjoy the fireworks, ya lousy Kraut ********!’\n\n” +
“Press Space to Continue.”;
if (Input.GetKeyDown(KeyCode.B)) {
myState = States.intro_2;
}
}
void state_intro_2 () {
text.text = "BANDITS! 6’O’CLOCK HIGH! EYES ON ‘EM JIMMY! " +
"I remember seeing them like shadows. They appeared like " +
"like ghosts from the fog. The roar of their engines drew louder. " +
"Within minutes, we were swarmed.\n\n" +
"Press Space to Continue.";
if (Input.GetKeyDown(KeyCode.E)) {
myState = States.intro_1;
}
}
}[/code]
Observed Effect:
Intro_2 does not register on the test screen. Only on the console.
Desired Effect:
Intro_2 and subsequent states to register on both the test screen as well as console.
Further Information:
I am running this on Unity 4.6.9f1 in accordance to the tutorial recommendations.
Update: This problem has been solved by myself. Just incase anyone was interested - here was the issue:
} else if (myState == States.intro_1) {
state_intro_2();
Simply changed intro_1 to intro_2. Problem solved!

