Thank you for the reply.
I actually removed the radio button and only added checkboxes.
I’m still getting the error that the checkboxes are still visible on the next scene.
I have placed the in the scene create section but nothing has changed.
this is my entire core for this scene. Everything works but the check boxes remain in the next scene.
local composer = require ("composer") local scene = composer.newScene() local widget = require( "widget" ) -- Handle press events for the checkbox local function onSwitchPress( event ) local switch = event.target print( "Switch with ID '"..switch.id.."' is on: "..tostring(switch.isOn) ) end local function changeScene1() local options = { effect = "crossFade", time = 100 } composer.gotoScene( "scene1", options ) end local function changeScene4() local options = { effect = "crossFade", time = 800 } composer.gotoScene( "scene4", options ) end function scene:create( event ) mainGroup = self.view local image2 = display.newImageRect("Slide002.png", display.contentWidth, display.contentHeight) image2.anchorX = 0 image2.anchorY = 0 image2.alpha = 1 image2:toBack( ) local rectScore2 = display.newRect( 850, 700, 255, 125 ) -- push this rectangle to increase score mainGroup:insert(rectScore2) rectScore2:setFillColor( 1, 1, 1 ) rectScore2.alpha = 1 rectScore2:addEventListener("touch", changeScene4 ) local rectReset = display.newRect( 80, 40, 130, 50 ) --rectReset:setFillColor( 1, 0, 0 ) -- push this rectangle to increase score mainGroup:insert(rectReset) rectReset:addEventListener("touch", changeScene1 ) rectReset.alpha = 1 -- Create the widget local checkboxButton = widget.newSwitch( { left = 350, top = 555, style = "checkbox", id = "Checkbox", onPress = onSwitchPress } ) -- Create the widget local checkboxButton1 = widget.newSwitch( { left = 350, top = 605, style = "checkbox", id = "Checkbox", onPress = onSwitchPress } ) mainGroup:insert (image2) end function scene:show( event ) local phase = event.phase if ( phase == "will" ) then elseif ( phase == "did" ) then end end function scene:hide( event ) local phase = event.phase if ( phase == "will" ) then elseif ( phase == "did" ) then end end function scene:destroy( event ) end scene:addEventListener( "create", scene ) scene:addEventListener( "show", scene ) scene:addEventListener( "hide", scene ) scene:addEventListener( "destroy", scene ) return scene