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Question by Torqus · Sep 12, 2018 at 07:58 PM · scene-loadingtextmeshscenesdontdestroyonloadassign

How do I link a TMpro to a variable in another scene?

I'm basically having trouble telling the game to show the player gold in the UI. I have a TMPro in a scene, and a Manager that stores the gold and is in a DDOL scene. The thing I tried to do and WORKED was this in the coin object script:

     public int amount;
     public TextMeshProUGUI text;
 
 and
 
    Manager.Instance.UpdateGold(amount, text);
    Destroy(gameObject);

And this in the manager:

     public void UpdateGold(int amount, TextMeshProUGUI text)
     {
         playerGold += amount;
         text.text = playerGold.ToString();
     }


This works but I get the feeling that telling the manager what the text object is EVERY time isn't practical, you tell me if Im wrong. So I tried to make a new script that runs after the scene loads that stores the text object and links it to the manager gold variable:

 public class UILinks {
 
     public TextMeshProUGUI goldText;
 
     [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
     private void SetGold()
     {
         goldText = GameObject.FindGameObjectWithTag("Gold").GetComponent<TextMeshProUGUI>();
     }
 }

When I go back to Unity it tells me that the TextMeshProUGUI is never assigned and it will be its default null. What am I doing wrong? Also is there a better way for linking the UI objects than using FindGameObjectWithTag? Thanks.

TL:DR: How do I link a TMProUGUI with a variable in another scene at the start of the game scene?

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