Reputation: 625
In Unity, I manage to go back to the last scene by clicking the Device Android back button but the problem is when I am in the 3rd scene and I want to go back to 2nd and then back to 1st scene.
From 3rd to 2nd scene, when I click back button it goes successfully but when I press the back button again from 2nd scene to 1st scene it doesn't go. It looks like that the back button works only for the first time.
Here is my c# code:
public class SceneLoader : MonoBehaviour
{
private float seconds = 0.5f;
private static int lastScene;
private int currentScene;
private void Awake()
{
currentScene = SceneManager.GetActiveScene().buildIndex;
}
private void Update()
{
BackButtonPressed();
}
public void LoadNextScene(int numberOfSceneToLoad)
{
StartCoroutine(LoadScene(numberOfSceneToLoad));
}
private IEnumerator LoadScene(int numberOfScene)
{
currentScene = SceneManager.GetActiveScene().buildIndex;
SetLastScene(currentScene);
yield return new WaitForSeconds(seconds);
SceneManager.LoadScene(numberOfScene);
}
private void BackButtonPressed()
{
if (Input.GetKey(KeyCode.Escape))
{
Debug.Log("Current scene: " + currentScene);
Debug.Log("Last Scene (scene to load): " + GetLastScene());
SceneManager.LoadScene(GetLastScene());
currentScene = GetLastScene();
Debug.Log("Now the Current scene is: " + currentScene);
}
}
public static void SetLastScene(int currentSceneToLastScene)
{
lastScene = currentSceneToLastScene;
}
public static int GetLastScene()
{
return lastScene;
}
public void QuitGame()
{
Application.Quit();
}
}
Thanks in advance.
Upvotes: 3
Views: 4286
Reputation: 149
This worked for me:
public class ChangeScene : MonoBehaviour
{
public static Stack<int> scenes = new Stack<int>();
int numScenes = scenes.Count;
public void loadScene(int newScene)
{
scenes.Push(newScene);
SceneManager.LoadScene(newScene);
}
public void previousScene()
{
if (numScenes != 0 && numScenes != 1)
{
scenes.Pop();
SceneManager.LoadScene(scenes.Peek());
}
else if (numScenes == 1)
{
//go back to main Scene
loadScene(0);
}
}
}
Upvotes: 1
Reputation: 1
I spent a lot of time searching for this topic so I came up with this implementation since I found that most solutions are complicated. I came from a native android background so I implemented what native android does which is using a stack for the activities opened. this code also quits the application when you press the back button while in the main screen.
public class navigation : MonoBehaviour
{
public static Stack<string> scenes = new Stack<string>();
void Start()
{
if (scenes.Count == 0)
{
scenes.Push(SceneManager.GetActiveScene().name);
}
}
void Update()
{
previousScene();
}
public void previousScene()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
if (scenes.Count == 1)
{
Application.Quit();
}
else
{
scenes.Pop();
string sceneToBuild = scenes.Pop();
loadScene (sceneToBuild);
}
}
}
public void loadScene(string newScene)
{
scenes.Push (newScene);
SceneManager.LoadScene (newScene);
}
}
Upvotes: 0
Reputation: 625
After the help from @Damiano, I changed the my code like this and it works:
public class SceneLoader : MonoBehaviour
{
private float secondsToLoadNextScene = 0.5f;
private static int lastScene;
private int mainScene = 1;
private int currentScene;
public static Stack<int> sceneStack = new Stack<int>();
private void Awake()
{
currentScene = SceneManager.GetActiveScene().buildIndex;
}
private void Update()
{
BackButtonPressed();
}
public void LoadNextScene(int numberOfSceneToLoad)
{
StartCoroutine(LoadScene(numberOfSceneToLoad));
}
private IEnumerator LoadScene(int numberOfScene)
{
SetLastScene(currentScene);
yield return new WaitForSeconds(secondsToLoadNextScene);
LoadNewScene(numberOfScene);
}
public void BackButtonPressed()
{
if (Input.GetKey(KeyCode.Escape) && currentScene > mainScene)
{
if (lastScene == 0)
{
Debug.Log("Last scene was Splash Screen so load Main Scene instead.");
SceneManager.LoadScene(mainScene);
}
else
{
LoadLastScene();
}
}
}
public void LoadNewScene(int sceneToLoad)
{
currentScene = SceneManager.GetActiveScene().buildIndex;
sceneStack.Push(currentScene);
SceneManager.LoadScene(sceneToLoad);
}
public void LoadLastScene()
{
lastScene = sceneStack.Pop();
SceneManager.LoadScene(lastScene);
}
public static void SetLastScene(int makeCurrentSceneTheLastScene)
{
lastScene = makeCurrentSceneTheLastScene;
}
public static int GetLastScene()
{
return lastScene;
}
}
Upvotes: 2
Reputation: 73
When you go BackToLastScene you set currentScene = GetLastScene();
but never change lastScene
value.
I suggest you use some sort of LIFO data structure like Stack
from System.Collections
to keep track of the scenes.
Here's a sample pseudo-code:
define scene_stack;
function LoadNewScene(new_scene){
current_scene = GetCurrentScene();
scene_stack.Push(current_scene);
LoadScene(new_scene);
}
function LoadOldScene(){
old_scene = scene_stack.Pop();
LoadScene(old_scene);
}
Upvotes: 3