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Question by bunnynsnake · Apr 14, 2018 at 05:21 AM · c#uipositionplayerprefsload scene

How to load a scene with playerprefs from a ui element

Hello everyone,

I am trying to figure out how to load a scene that has playerprefs saving the players position. I have a ui element that is on the main menu that the player clicks on - I just don't know how to tell it to load the playerprefs.

any help is welcomed

thank you

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Answer by sean244 · Apr 14, 2018 at 07:35 PM

Ok, now I understand. This video should show exactly what you're trying to do https://youtu.be/QWhNrfc4OFE

This is the code. Just make the Load button call the Load function in this script.

 using UnityEngine;

 public class Player : MonoBehaviour
 {

 private Rigidbody2D _rb;

 public void Load()
 {
     float pX;
     float pY;
     float pZ;

     if (PlayerPrefs.GetInt("Saved") == 1)
     {
         pX = PlayerPrefs.GetFloat("p_x");
         pY = PlayerPrefs.GetFloat("p_y");
         pZ = PlayerPrefs.GetFloat("p_z");

         transform.position = new Vector3(pX, pY, pZ);
     }
 }

 public void Save()
 {
     PlayerPrefs.SetFloat("p_x", transform.position.x);
     PlayerPrefs.SetFloat("p_y", transform.position.y);
     PlayerPrefs.SetFloat("p_z", transform.position.z);

     PlayerPrefs.SetInt("Saved", 1);

     PlayerPrefs.Save();
     Debug.Log("Saved");
 }

 void Start()
 {
     _rb = GetComponent<Rigidbody2D>();
 }

 private void FixedUpdate()
 {
     float speed = 3f;
     float horizontal = Input.GetAxis("Horizontal");

     _rb.velocity = new Vector2(horizontal * speed, _rb.velocity.y);
 }

 }
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avatar image bunnynsnake · Apr 16, 2018 at 03:36 PM 0
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Thank you @sean244

ok, that is great, but the issue is i have the script attached to a trigger. And the script i need would be attached to a completely different scene referring to the scene with the player.

So here is the script I have with the trigger to save the players position.

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Scene$$anonymous$$anagement;
 
 public class Tigger : $$anonymous$$onoBehaviour
 
 {
     public GameObject Trigger;
     public GameObject Animator;
     public GameObject player;
     public float PX;
     public float PY;
     public float PZ;
     private void Start()
     {
         if (PlayerPrefs.Has$$anonymous$$ey("P_X") && PlayerPrefs.Has$$anonymous$$ey("P_Y") && PlayerPrefs.Has$$anonymous$$ey("P_Z"))
         {
             PX = PlayerPrefs.GetFloat("P_X");
             PY = PlayerPrefs.GetFloat("P_Y");
             PZ = PlayerPrefs.GetFloat("P_Z");
             Vector3 posVec = new Vector3(PX, PY, PZ);
             player.transform.position = posVec;
         }
     }
     private void OnTriggerEnter()
     {
         Animator.GetComponent< Animation > ().Play("$$anonymous$$usic down");
     }
     private void OnTriggerExit()
     {
         Destroy(Trigger);
         PlayerPrefs.SetFloat("P_X", player.transform.position.x);
         PlayerPrefs.SetFloat("P_Y", player.transform.position.y);
         PlayerPrefs.SetFloat("P_Z", player.transform.position.z);
         PlayerPrefs.SetInt("Saved", 1);
         PlayerPrefs.Save();
     }
 }
 

AND here is the script I have to try and load the player position that was saved with the previous script from a different scene. (the load script is NOT in the same scene)

 using System.Collections;
 using UnityEngine.Scene$$anonymous$$anagement;
 using UnityEngine;
 
 public class LoadSaved : $$anonymous$$onoBehaviour
 {
 public void Load()
  {
    if (Input.Get$$anonymous$$ouseButtonDown(0))
    {
      Scene$$anonymous$$anager.LoadScene(PlayerPrefs.GetInt("Saved") == 1("sceneName"))   
    }
  }
 }
 

So, this is not working. It is not loading the saved player position from the other scene. What do I do?

avatar image bunnynsnake · Apr 16, 2018 at 03:43 PM 0
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Also I am sorry this has taken so much of your time @sean244 - but I really appreciate your time.

avatar image bunnynsnake · Apr 17, 2018 at 01:34 AM 0
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This worked. I attached this script to a gameobject

  using UnityEngine;
  using System.Collections;
  using UnityEngine.Scene$$anonymous$$anagement;
  
  public class Tigger : $$anonymous$$onoBehaviour
  {
      public GameObject Trigger;
      public GameObject Animator;
      public GameObject player;
      public float PX;
      public float PY;
      public float PZ;
      private void Start()
  
      {
  
          if (PlayerPrefs.Has$$anonymous$$ey("P_X") && PlayerPrefs.Has$$anonymous$$ey("P_Y") && PlayerPrefs.Has$$anonymous$$ey("P_Z"))
          {
              PX = PlayerPrefs.GetFloat("P_X");
              PY = PlayerPrefs.GetFloat("P_Y");
              PZ = PlayerPrefs.GetFloat("P_Z");
              Vector3 posVec = new Vector3(PX, PY, PZ);
              player.transform.position = posVec;
  
          }
      }
  
      private void OnTriggerEnter()
  
      {
          Animator.GetComponent<Animation>().Play("$$anonymous$$usic down");
      }
  
      private void OnTriggerExit()
      {
  
          Destroy(Trigger);
  
          PlayerPrefs.SetFloat("P_X", player.transform.position.x);
          PlayerPrefs.SetFloat("P_Y", player.transform.position.y);
          PlayerPrefs.SetFloat("P_Z", player.transform.position.z);
          PlayerPrefs.SetInt("Saved", 1);
          PlayerPrefs.Save();
      }
  }

Than this script to the player

  using System.Collections;
  using UnityEngine.Scene$$anonymous$$anagement;
  using UnityEngine;
  
  
  public class LoadSaved : $$anonymous$$onoBehaviour
  {
      public GameObject player;
      float x;
      float y;
      float z;
  
      void OnTriggerStay(Collider other)
  
      {
          if (other.tag == "Player")
  
          {
              Scene$$anonymous$$anager.LoadScene(""); // enter the scene name here
              x = player.transform.position.x;
              PlayerPrefs.GetFloat("P_X ", x);
              y = player.transform.position.y;
              PlayerPrefs.GetFloat("P_Y ", y);
              z = player.transform.position.z;
              PlayerPrefs.GetFloat("P_Z ", z);
              Vector3 posVec = new Vector3(x, y, z);
              player.transform.position = posVec;
  
              Destroy(gameObject);
  
          }
      }
  }

 

and this script to the main menu UI

  using System.Collections;
  using UnityEngine.Scene$$anonymous$$anagement;
  using UnityEngine;
  
  
  public class loadlevel : $$anonymous$$onoBehaviour
  {
      public void LoadScene()
      {
          Scene$$anonymous$$anager.LoadScene(""); //enter scene name here
      }
  }

Thanks for leading me in the right spot

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