Hi, @echako I had the same problem. You might want to try out this code that i used. It’s only a little different than yours. You connect it to both of the scenes.
var ChangingScenes = pc.createScript(‘changingScenes’);
ChangingScenes.attributes.add(“scene1”, {type: “string”, default: “scene id”, title: “Scene ID to Load”});
ChangingScenes.attributes.add(“scene2”, {type: “string”, default: “scene id”, title: “Scene ID to Load”});
ChangingScenes.attributes.add(“scene3”, {type: “string”, default: “0”, title: “Scene ID to Load”});’’’
ChangingScenes.prototype.initialize = function(dt) {
this.app.root.findByName('Button').element.on('click', function (event) {
this.changeScenes(this.scene1);
}, this);
this.app.root.findByName('button2').element.on('click', function (event) {
this.changeScenes(this.scene2);
}, this);
};
ChangingScenes.prototype.changeScenes = function(sceneId) {
var oldHierarchy = this.app.root.findByName (‘Root’);
// Load the new scene. The scene ID is found by loading the scene in the editor and
// taking the number from the URL
// e.g. If the URL when Scene 1 is loaded is: https://playcanvas.com/editor/scene/475211
// The ID is the number on the end (475211)
this.loadScene (sceneId, function () {
// Once the new scene has been loaded, destroy the old one
oldHierarchy.destroy ();
});
};
ChangingScenes.prototype.loadScene = function (id, callback) {
// Get the path to the scene
var url = id + “.json”;
// Load the scenes entity hierarchy
this.app.loadSceneHierarchy(url, function (err, parent) {
if (!err) {
callback(parent);
} else {
console.error (err);
}
});
};
Hope this helps your project
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