High Score Saving and Displaying on another scene
Hi! so i've been struggling with this project for a while, I have a score system on the game scene like this:
public class GameDirector : MonoBehaviour { GameObject Text; GameObject Countdown; bool trigger; bool timed = false; string score; string count; float time = 0; bool countimed = true; float countime = 4;
 // Use this for initialization
 void Start () {
     this.Text = GameObject.Find("Realtime");
     this.Countdown = GameObject.Find("Countdown");
     StartCoroutine(WaitThreeSeconds());
 }
 IEnumerator WaitThreeSeconds(){
     trigger = false;
     yield return new WaitForSeconds(3);
     trigger = true;
 }
 void Update()
 {
     float counter = countime -= Time.deltaTime;
     float counter1 = counter - 1;
     string timer = counter1.ToString("F0");
     if (trigger == true)
     {
         timed = !timed;
     }
     if (timed){
         
         float length = time += Time.deltaTime * 42;
         PlayerPrefs.SetFloat("ThisScore", length);
         if (length >= 0){
             score = Text.GetComponent<Text>().text = length.ToString("F2");
         }
         }
and then I have a score display on the game over scene that comes after like this:
using UnityEngine; using UnityEngine.UI;
public class Score : MonoBehaviour { GameObject score;
 // Use this for initialization
 void Start () {
     this.score = GameObject.Find("NewtonsApple");
 }
 private void Update()
 {
     float length = PlayerPrefs.GetFloat("ThisScore");
     score.GetComponent<Text>().text = length.ToString("F2");
 }
}
How can i alter this code so I have a high score displaying on the game over scene as well? I'm relatively new to unity so after all the work i still cannot seem to figure it out! It would be awesome if someone could help me. ("NewtonsApple, Realtime" is an UI Text)
Did you solve this?? I am struggling with this right now :/
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