Can I use Mad Level Manager with Unity Free/Pro?

Yes, you can! Mad Level Manager works fine with both Unity versions. The only limitation is that you cannot use asynchronous level loading (this is Unity Pro feature).

Can I use Mad Level Manager to create paid game/presentation/etc. ?

You can use Mad Level Manager with any type of project. It can be free, it can be paid, it doesn’t matter. You’re only restricted to not distribute Mad Level Manager sources and other files in the form that can be reused.

I am not a programmer. Can I still use Mad Level Manager?

Yes! Mad Level Manager is a great tool to create level select screens without programming abilities. If you’re the only person in your team, then you should look at PlayMaker integration package, which allows to use Mad Level Manager API in PlayMaker.

Are updates free?

Yes, they are! All updates are available through Unity Asset Store.

I have a problem/suggestion/something to tell.

You’re welcome! Please write on the forums or you can contact us directly by writing to support@madpixelmachine.com.

I am seeing “This was first scene opened. Assuming that this was ‘Level Choose’ level.”

Don’t worry about it! It basically means that Mad Level Manager is looking around and trying to find where it is currently. It will bind your scene to first level with that scene name found in the configuration to ensure proper functionality.

When I’m pressing the level icon nothing happens or target level is loading with a large delay.

There may be two reasons for that:

1. You have 2-step activation enabled

2-step activation is a feature that allows to customize how level icon should behave when pressed the first time, and to be loaded when pressed second time. In some Mad Level Manager versions this feature was enabled by default. Now it’s disabled to avoid confusion, but the previous settings may persist for already existing scenes.

Please look at your layout inspector to tell if Two Step Activation is enabled. If you don’t want to use it, just set it to Disabled.

2. You’re loading level that needs time to be loaded

If you’re loading a level that contains a lot of resources (or the big ones) it’s clear that it needs time to be loaded. It’s especially visible on mobile devices, on which speed of data transfer is mostly a lot slower than on PC or Mac.

MadLevel API supports asynchronous level loading (Unity Pro feature only). What you can do is to change your level configuration in that way:

  • All levels should point to level loading screen
  • For each level set target level name as argument
  • Put actual levels in a group that won’t be displayed on your current level select screen
  • When loading screen is up and running do something like this:
var levelName = MadLevel.arguments;
var asyncOperation = MadLevel.LoadLevelByNameAsync(levelName);

This will return object of type AsyncOperation and you can update your progress bar or anything while scene is loading.

I am experiencing warning “This layout was prepared for different level configuration than the active one.”

This means that you’re playing scene that was prepared for different configuration than currently active. To test this layout you may:

  • Accept to activate/synchronize your build configuration automatically when entering the Play Mode.
  • Need to activate proper configuration
  • Change configuration for this layout

You can do last two by checking out the configuration setting in layout object inspector:

  1. Find object with Layout in its name under Mad Level Root/Camera 2D/Panel in Hierarchy.
  2. Select it and look at its Inspector view. You should look for field called Configuration Used.

What “No active level configuration found. I will activate this one.” means?

It means that at the current time there was no configuration that is activated. Mad Level Manager requires exactly one level configuration to be activated whole the time. It will choose one randomly if must. Don’t worry. Build configuration won’t be synchronized automatically.

After hitting the Play button icon levels are changing (levels are unlocked, starts are gained)

That’s because Mad Level Manager saves automatically game state even in the Unity editor. If you want to reset this state, you have to use the Reset button in the Profile Tool.

I cannot find icon objects in hierarchy. I see only empty “Page” objects.

That’s because Mad Level Manager by default is hiding managed objects from you, to prevent situation where you change the object that will be regenerated anyway.

Managed objects are object that shouldn’t be modified by user. You can toggle the visibility of manager object by disabling Hide Managed option in Grid Layout inspector.

You can also change your icons setup method from Generate to Manual. Manual allows you to manually change all icon instances without a risk that they will be modified.

I am receiving compilation error like “error CS0246: The type or namespace name `TypeName’ could not be found. Are you missing a using directive or an assembly reference?”

Please make sure that you’ve typed TypeName correctly. If it is type from Mad Level Manager, then in most cases you have to add

using MadLevelManager;

At the top of your C# script. If you’re using JavaScript, then please reference all the types using MadLevelManager namespace as prefix:

MadLevelManager.MadLevel.LoadLevelByName("My First Level");

I am clicking on level icon, but the level next to it is loaded instead

That’s because you haven’t set the border for your icon sprites and its nested sprites. If sprite borders are too big (by default it is the texture size) then it can catch clicks that visually happened on the invisible part of a texture.

For each sprite for your template/prefab (icon, sprite properties, and regular sprites) you should find Sprite Border section in the inspector, and set the borders manually, or click on the Compute button to make Mad Level Manager to set your sprite border automatically.

I want to be notified about updates.

There are many ways to do that. When new version of Mad Level Manager is released the information about it is published at:

Subscribe or follow any of them to be always up to date.

I have an issue that is not in the list.

Don’t worry. First make sure that your solution isn’t explained in this documentation. If not, feel free to: