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Question by WILEz1975 · Dec 20, 2015 at 10:49 PM · unique-identifiers

Create a unique ID for each gameobject ... but always it, in any case ...

Yes, GetInstanceID is a good solution... but not for me. GetInstanceID is regenerated at load (and reload) scene. I nedd an always unique ID. That never changes.

I try to explain, sorry for my bad english:

If the player destroys an object (kill) in the scene, when reload that scene, that object must not exist. To do this I created a static List to where add the IDs of objects when destroyed.

 static public List<string> DestroyedObjectList = new List<string>();

When the scene is reloaded, all objects with the ID in this List, are disabled at Awake.

 void Awake () {

     UniqueID=GetInstanceID().ToString();

         foreach (string CheckID in _GameManager.DestroyedObjectList) {
             if (CheckID == UniqueID) {
                 gameObject.SetActive(false);
             }

         }
 }


}

But if at scene reload the ID changes, obviously it is not working.

You might like to do?

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Answer by WILEz1975 · Dec 21, 2015 at 12:57 PM

I "semi-solved" with a custom button in inspector to generate a random id... but now i have this strange problem:

https://youtu.be/WfkR32H_izY

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avatar image Statement · Dec 21, 2015 at 02:17 PM 0
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Perhaps you forgot to save the state of the object?

http://docs.unity3d.com/ScriptReference/SerializedObject.Apply$$anonymous$$odifiedProperties.html

avatar image WILEz1975 · Dec 21, 2015 at 03:04 PM 0
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It may be... but I do not know this function. How and where to use Apply$$anonymous$$odifiedProperties() ?

avatar image WILEz1975 · Dec 22, 2015 at 11:17 AM 0
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Solved with this simply line:

EditorUtility.SetDirty(myscript);

docs.unity3d.com/ScriptReference/EditorUtility.SetDirty.html

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Answer by Statement · Dec 20, 2015 at 11:32 PM

One solution would be to add a component to the game object whose sole purpose is to remember an ID.

 public class GameID : MonoBehaviour
 {
     public int ID;
 }

Of course, you'd have to set the ID yourself, or create an editor utility script that goes through all GameIDs in a scene and makes sure they have a unique ID each. Obviously the latter would be more convenient but requires you to write an editor extension to deal with it.

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