How can i Reset Health,Score,Time???
 using UnityEngine;
 using UnityEngine.SceneManagement;
 using System.Collections;
 
 public class LocalInformation : MonoBehaviour {
 
     /* Reference to GlobalInformation script */
     private GlobalInformation gi;
     
     /* Values used for testing */
 
     public int health; /* Value to change the global variable to; Set through the Inspector */
     private float startTime;
     public int score;
     
     void Start () {
         gi = GlobalInformation.gi; /* Set gi to the static reference of gi in the GlobalInformation script */
         health = gi.gethealth(); /* Set oldTestValue to the current global variable before changing it */
         startTime = (float)gi.getTimer();
         InvokeRepeating("countdown", startTime, 1.0f);
         score = gi.getscore();
     }
     
     void Update() {
         /* Loads scenes on key press of 1, 2 or 3 at the top of the keyboard */
         /* Used to test the changing of the global variable */
         if (Input.GetKeyDown(KeyCode.Alpha1)) {
             SceneManager.LoadScene(0);
         }
         if (Input.GetKeyDown(KeyCode.Alpha2)) {
             SceneManager.LoadScene(1);
         }
         if (Input.GetKeyDown(KeyCode.Alpha3)) {
             SceneManager.LoadScene(2);
         }
         if (health < 0) {
             health = 0;
             gi.setHealth(100);
             gi.addtimer(100);
             gi.NextLevelButton (4);
         }
 
         
     }
     public void countdown()
     {
         gi.addtimer (-1);
     }
 
     void OnGUI() {
         /* Display the old and new global variables */
         GUI.Label(new Rect(10,10,200,30), "Health: " + gi.gethealth());
         GUI.Label(new Rect(10,30,200,30), "Score: " + gi.getscore());
         GUI.Label(new Rect(10,50,200,30), "Timer: " + gi.getTimer());
     }
 
 }
 
 using UnityEngine;
 using System.Collections;
 using UnityEngine.SceneManagement;
 using UnityEngine.Networking;
 using UnityEngine.UI;
 
 public class GlobalInformation : MonoBehaviour {
 
     /* Static reference to GlobalInformation script */
     public static GlobalInformation gi;
     public int globalscore;
     public float timer;
     public int phealth = 100;
     public int maxHealth = 500;
 
     private NetworkStartPosition[] spawnPoints;
 
 
     /* Test global variable */
     public int globalVariable;
 
 
     /* Setter method for changing the global variable */
     public void setHealth(int value) {
         phealth = value;
     }
 
     /*Getter method for retrieving the global variable */
     public int getGlobalVariable() {
         return globalVariable;
     }
 
 
     public void addscore(int value)
     {
         globalscore += value;
     }
 
     public void addtimer(float value)
     {
         timer -= value;
     }
 
     public void adjusthealth(int value)
     {
         phealth += value;
         if (phealth < 0) {
             phealth = 0;
             NextLevelButton(3);
         }
         if (phealth > maxHealth)
             phealth = maxHealth;
 
         if (maxHealth < 1)
             maxHealth = 1;
 
     }
 
 
 
 
     public int getscore()
     {
         return globalscore;
     }
 
     public float getTimer()
     {
         return timer;
     }
 
     public int gethealth()
     {
         return phealth;
     }
 
     public void NextLevelButton(string levelName)
     {
         Debug.Log("index string activated");
 
 
         SceneManager.LoadScene(levelName);
     }
     public void NextLevelButton(int level)
     {
         Debug.Log("index int activated");
 
         if (level == 0)
         {
             Debug.Log("Level zero");
             gi.setHealth(100);
             gi.addtimer(100);
         }
         if (level == 3)
         {
             Debug.Log("Level four");
             gi.setHealth(100);
             gi.addtimer(100);
             SceneManager.LoadScene(4);
         }
 
     }
     
     
     void Awake() {
         /* Sets the first instance of GlobalInformation that is loaded to the static GlobalInformation gi */
         /* Any further instances are immediately destroyed */
         /* Called in Awake() because Awake() runs before Start() */
         if(gi == null) {
             DontDestroyOnLoad(gameObject);
             gi = this;
         } else if(gi != this) {
             Destroy(gameObject);
         }
     }
 }
 
 
               I'm using those codes for showing Health, Score and Time When I'm restart a game, those health,score, time shows me previous game's information. How should I reset those value when i restart a game??
I'm using this code for restart a game(Below) using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;
 public class Restart : MonoBehaviour
 {
 
     public void RestartGame()
     {
         Application.LoadLevel(0);
     }
     
 }
 
              
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