Can't Restart Scene in unity 3D












0















In my game I have several levels, each one has 6 scenes, the scenes names are: Scene 1, Scene 2, Scene 3 ...etc...



When the player lose, the current scene should be restarted, so I used this code:



SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);


I didn't use "(...)GetActiveScene().name);" because the scenes names are repeated on each level.



The problem I have is when the player lose in level2 (scene 6), the scene 6 of level1 is loaded instead of restarting scene 6 of level2. Do you know what's the problem in my code?










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  • Are you sure the buildIndex for the active scene is the number you're expecting? Something could have happened in the configuration to put the indexes out of sequence (at least that's happened to me before)

    – jdmac020
    Dec 31 '18 at 15:25
















0















In my game I have several levels, each one has 6 scenes, the scenes names are: Scene 1, Scene 2, Scene 3 ...etc...



When the player lose, the current scene should be restarted, so I used this code:



SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);


I didn't use "(...)GetActiveScene().name);" because the scenes names are repeated on each level.



The problem I have is when the player lose in level2 (scene 6), the scene 6 of level1 is loaded instead of restarting scene 6 of level2. Do you know what's the problem in my code?










share|improve this question























  • Are you sure the buildIndex for the active scene is the number you're expecting? Something could have happened in the configuration to put the indexes out of sequence (at least that's happened to me before)

    – jdmac020
    Dec 31 '18 at 15:25














0












0








0








In my game I have several levels, each one has 6 scenes, the scenes names are: Scene 1, Scene 2, Scene 3 ...etc...



When the player lose, the current scene should be restarted, so I used this code:



SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);


I didn't use "(...)GetActiveScene().name);" because the scenes names are repeated on each level.



The problem I have is when the player lose in level2 (scene 6), the scene 6 of level1 is loaded instead of restarting scene 6 of level2. Do you know what's the problem in my code?










share|improve this question














In my game I have several levels, each one has 6 scenes, the scenes names are: Scene 1, Scene 2, Scene 3 ...etc...



When the player lose, the current scene should be restarted, so I used this code:



SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);


I didn't use "(...)GetActiveScene().name);" because the scenes names are repeated on each level.



The problem I have is when the player lose in level2 (scene 6), the scene 6 of level1 is loaded instead of restarting scene 6 of level2. Do you know what's the problem in my code?







c# unity3d






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share|improve this question











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asked Dec 31 '18 at 14:13









TaikTaik

757




757













  • Are you sure the buildIndex for the active scene is the number you're expecting? Something could have happened in the configuration to put the indexes out of sequence (at least that's happened to me before)

    – jdmac020
    Dec 31 '18 at 15:25



















  • Are you sure the buildIndex for the active scene is the number you're expecting? Something could have happened in the configuration to put the indexes out of sequence (at least that's happened to me before)

    – jdmac020
    Dec 31 '18 at 15:25

















Are you sure the buildIndex for the active scene is the number you're expecting? Something could have happened in the configuration to put the indexes out of sequence (at least that's happened to me before)

– jdmac020
Dec 31 '18 at 15:25





Are you sure the buildIndex for the active scene is the number you're expecting? Something could have happened in the configuration to put the indexes out of sequence (at least that's happened to me before)

– jdmac020
Dec 31 '18 at 15:25












2 Answers
2






active

oldest

votes


















1














Maybe not an answer to why this happens in your specific case but two suggestions I would prefer:



Just a workaround but how about naming your scenes properly instead like e.g. Level1_Scene1, Level2_Scene3 etc



so they are all uniquely identifiable using GetActiveScene().name





Alternatively you could also try using GetActiveScene().path (which is allways unique) since LoadScene takes




Name or path of the Scene to load.







share|improve this answer


























  • I never thought about using the path--that's a really great option without having to rename anything.

    – jdmac020
    Dec 31 '18 at 17:40






  • 1





    Using path is the best solution for me, because I can't rename the scenes. Thank you!

    – Taik
    Dec 31 '18 at 18:01



















0














Using the Scene name to target certain scenes seems like the best way to go. Also, it is worth naming your scenes in a distinguishable way since other people may have trouble understanding your code or you may have trouble using Debug.Log.






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    2 Answers
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    active

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    2 Answers
    2






    active

    oldest

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    active

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    active

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    1














    Maybe not an answer to why this happens in your specific case but two suggestions I would prefer:



    Just a workaround but how about naming your scenes properly instead like e.g. Level1_Scene1, Level2_Scene3 etc



    so they are all uniquely identifiable using GetActiveScene().name





    Alternatively you could also try using GetActiveScene().path (which is allways unique) since LoadScene takes




    Name or path of the Scene to load.







    share|improve this answer


























    • I never thought about using the path--that's a really great option without having to rename anything.

      – jdmac020
      Dec 31 '18 at 17:40






    • 1





      Using path is the best solution for me, because I can't rename the scenes. Thank you!

      – Taik
      Dec 31 '18 at 18:01
















    1














    Maybe not an answer to why this happens in your specific case but two suggestions I would prefer:



    Just a workaround but how about naming your scenes properly instead like e.g. Level1_Scene1, Level2_Scene3 etc



    so they are all uniquely identifiable using GetActiveScene().name





    Alternatively you could also try using GetActiveScene().path (which is allways unique) since LoadScene takes




    Name or path of the Scene to load.







    share|improve this answer


























    • I never thought about using the path--that's a really great option without having to rename anything.

      – jdmac020
      Dec 31 '18 at 17:40






    • 1





      Using path is the best solution for me, because I can't rename the scenes. Thank you!

      – Taik
      Dec 31 '18 at 18:01














    1












    1








    1







    Maybe not an answer to why this happens in your specific case but two suggestions I would prefer:



    Just a workaround but how about naming your scenes properly instead like e.g. Level1_Scene1, Level2_Scene3 etc



    so they are all uniquely identifiable using GetActiveScene().name





    Alternatively you could also try using GetActiveScene().path (which is allways unique) since LoadScene takes




    Name or path of the Scene to load.







    share|improve this answer















    Maybe not an answer to why this happens in your specific case but two suggestions I would prefer:



    Just a workaround but how about naming your scenes properly instead like e.g. Level1_Scene1, Level2_Scene3 etc



    so they are all uniquely identifiable using GetActiveScene().name





    Alternatively you could also try using GetActiveScene().path (which is allways unique) since LoadScene takes




    Name or path of the Scene to load.








    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited Dec 31 '18 at 20:57

























    answered Dec 31 '18 at 17:20









    derHugoderHugo

    6,17431230




    6,17431230













    • I never thought about using the path--that's a really great option without having to rename anything.

      – jdmac020
      Dec 31 '18 at 17:40






    • 1





      Using path is the best solution for me, because I can't rename the scenes. Thank you!

      – Taik
      Dec 31 '18 at 18:01



















    • I never thought about using the path--that's a really great option without having to rename anything.

      – jdmac020
      Dec 31 '18 at 17:40






    • 1





      Using path is the best solution for me, because I can't rename the scenes. Thank you!

      – Taik
      Dec 31 '18 at 18:01

















    I never thought about using the path--that's a really great option without having to rename anything.

    – jdmac020
    Dec 31 '18 at 17:40





    I never thought about using the path--that's a really great option without having to rename anything.

    – jdmac020
    Dec 31 '18 at 17:40




    1




    1





    Using path is the best solution for me, because I can't rename the scenes. Thank you!

    – Taik
    Dec 31 '18 at 18:01





    Using path is the best solution for me, because I can't rename the scenes. Thank you!

    – Taik
    Dec 31 '18 at 18:01













    0














    Using the Scene name to target certain scenes seems like the best way to go. Also, it is worth naming your scenes in a distinguishable way since other people may have trouble understanding your code or you may have trouble using Debug.Log.






    share|improve this answer




























      0














      Using the Scene name to target certain scenes seems like the best way to go. Also, it is worth naming your scenes in a distinguishable way since other people may have trouble understanding your code or you may have trouble using Debug.Log.






      share|improve this answer


























        0












        0








        0







        Using the Scene name to target certain scenes seems like the best way to go. Also, it is worth naming your scenes in a distinguishable way since other people may have trouble understanding your code or you may have trouble using Debug.Log.






        share|improve this answer













        Using the Scene name to target certain scenes seems like the best way to go. Also, it is worth naming your scenes in a distinguishable way since other people may have trouble understanding your code or you may have trouble using Debug.Log.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Dec 31 '18 at 17:29









        SpiritSealSpiritSeal

        12




        12






























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