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Question by importguru88 · Jun 23, 2016 at 03:39 PM · c#textcanvasscoretimer-script

How do I carry over canvas ui text to the next scene

I am having a problem carrying over the text in unity. I don't know what is going on. I don't have any errors . I have a score script and a timer script . I am access the timer , and score script from a test . I also have a picture to show what is going on when I press play. alt textHere are my scripts :

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class ScoreManagerScript : MonoBehaviour
  {
 
  
      public static int score;
 
 public GameObject RootCanvas;
 
      private Text text;
      
      void Awake()
      {
          text = GetComponent <Text> ();
          score = 0;
 
 DontDestroyOnLoad(RootCanvas.transform.root);
      }
      
 
      
      void Update()
      {
         text.text = "Score: " + score;
          Debug.Log("Score: " + score);
      }
  
      
      
  
 }



 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 public class Test : MonoBehaviour {
 private MyClockScript myClock;
 public GameObject Score;
 public GameObject Text;
 private ScoreManagerScript scoremanager;
     void Awake () {
         myClock = GetComponent<MyClockScript>();
         scoremanager = GetComponent<ScoreManagerScript>();
         Score = GameObject.Find("Tip");
         
     }
     
 
     void Update () 
     {
         if (myClock.m_leftTime <= 0 && 0 <= ScoreManagerScript.score)
 
         {
 
             SceneManager.LoadScene("new");
 
         }
 
 
 }
 
 
 }


dontdestroyonload.png (188.9 kB)
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Answer by TheNoobieWaffle · Jun 23, 2016 at 03:48 PM

https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html

Is only the canvas not getting removed? You may need to obtain the children of the transform and set all of them to not destroy on load.

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Answer by importguru88 · Jun 23, 2016 at 04:00 PM

How I obtain the children ? I have added the code and nothing still happen.

 sing UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 public class MyClockScript : MonoBehaviour
   {
 
       public int  Minutes = 0;
       public int  Seconds = 0;
   
       private Text    m_text;
       public float   m_leftTime;
   
       public void Awake()
       {
           m_text = GetComponent<Text>();
           m_leftTime = GetInitialTime();
           DontDestroyOnLoad(transform.gameObject);
 
       
       }
   
       public void Update()
       {
           if (m_leftTime > 0f)
           {
               //  Update countdown clock
               m_leftTime -= Time.deltaTime;
               Minutes = GetLeftMinutes();
               Seconds = GetLeftSeconds();
 
               //  Show current clock
               if (m_leftTime > 0f)
               {
                   m_text.text = "Time : " + Minutes + ":" + Seconds.ToString("00");
 
               }
               else
               {
                   //  The countdown clock has finished
                   m_text.text = "Time : 0:00";
               }
           }
       }
   
       private float GetInitialTime()
       {
           return Minutes * 60f + Seconds;
       }
   
       private int GetLeftMinutes()
       {
           return Mathf.FloorToInt(m_leftTime / 60f);
       }
   
       private int GetLeftSeconds()
       {
           return Mathf.FloorToInt(m_leftTime % 60f);
       }
   }

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