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Question by Der_Kevin · Nov 04, 2015 at 01:16 PM · uispawnspawning

Spawn Object based on previous Scene Selection?

Hey Iam working on a Player or bettter: Car selection sCreen which looks like this at the moment: https://dl.dropboxusercontent.com/content_link/P8vHCsIGh1SOvJtvA9hEN9cOZcFVS1rA7aXRb61gjP3Y4ezqQZK3VnhTh8RKwZSB/file

the code for this is the following:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class SlotSelect : MonoBehaviour {
     public RectTransform navigator1;
     int nav1Pos = 0;
 
     public Transform[] cars = new Transform[12];
     public Transform displayAt; // the position where the car is supposed to be displayed
     public Transform selectedCar;// the car which is currently being displayed
     
     public RectTransform[] slots = new RectTransform[12];
     public int jumpAmount = 4;
     public Text textShowNav1;
     void Start(){
         MoveNav1(0);
     }
     void Update () {
         // move up
         if(Input.GetKeyDown(KeyCode.UpArrow)){
             MoveNav1(-jumpAmount);
         }
         
         if(Input.GetKeyDown(KeyCode.LeftArrow)){
             MoveNav1(-1);
         }
         
         if(Input.GetKeyDown(KeyCode.DownArrow)){
             MoveNav1(jumpAmount);
         }
         
         if(Input.GetKeyDown(KeyCode.RightArrow)){
             MoveNav1(1);
         }
 
         if(Input.GetKeyDown(KeyCode.Return)){
             selectNav1(nav1Pos);
         }
     }
     
     void MoveNav1(int change){
         if(change > 0){
             if(nav1Pos+change < slots.Length-1){
                 nav1Pos += change;
             }else{
                 nav1Pos = slots.Length-1;
             }
         }else{
             if(nav1Pos+change >= 0){
                 nav1Pos += change;
             }else{
                 nav1Pos = 0;
             }
         }
         navigator1.position = slots[nav1Pos].position;
         textShowNav1.text = "Nav 1 is at slot "+ nav1Pos;
     }
 
     void selectNav1(int nav1Pos){
         selectedCar.gameObject.SetActive(false); //deactivate the previously selected car
         selectedCar = cars[nav1Pos]; // assign the selected car
         selectedCar.position = displayAt.position; //move it to correct position
         selectedCar.gameObject.SetActive(true); // set the car active
     }
     
 
 }

so, my problem is now, how do i get the previous selected car (which is stored in the "public Transform selectedCar;" i think into another Scene? so imagine a Start Game Button with

  Application.LoadLevel("Game");

at the bottom which brings you to the next scene with your selected car

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