how do i keep object destroyed after reloding scene ??
in my game I have free roam In which the character collect hidden objects. when I collect the object the score adds up and it is saved to playerprefs but the problem is that when I reload the scene the object that I collected appears again and the player can recollect it. so I am wondering what should I add to my code to keep the collected object from re-appearing. here is my code using UnityEngine; using UnityEngine.UI; using System.Collections;
public class iconcollect : MonoBehaviour {
public static int money; // The player's money.
public Text moneytext; // Reference to the Text component.
public string icon;
void Awake ()
{
// Set up the reference.
moneytext = GameObject.FindGameObjectWithTag("text").GetComponent<Text>();
money=(PlayerPrefs.GetInt("Money"));
icon = (PlayerPrefs.GetString ("icon"));
}
void Update ()
{
moneytext.text = money + "/100";
PlayerPrefs.SetInt ("Money", money);
}
void SetCountText ()
{
moneytext.text = "Count: " + money.ToString ();
if (money >= 12)
{
Application.LoadLevel("unlocklevel34");
}
}
void OnCollisionEnter (Collision col)
{
if(col.gameObject.name == " icon")
{
col.gameObject.SetActive(false);
money = money + 1;
}
}
}
Answer by Dave-Carlile · Aug 28, 2015 at 07:33 PM
A simple way to deal with this would be to store which items have been collected into PlayerRefs.
Make sure each collectable item has a unique object name - this will be the key you use in PlayerRefs
When an item is collected, save a boolean value in PlayerPrefs using that item's name as the key
Add a script to each collectible item - in the Start method of that script, load the PlayerPrefs value for that object name key and inactivate the object if it has been collected.
And you'll want some way to clear out all of the PlayerPrefs values in if the player wants to restart the game.
I saved it as a string and it still didnt work. If it isnt too much trouble can u help modify my code.
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