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Local Party Game Score Transfer
My classmate and I are making a small school project. We came up with a classic 4 player (maximum) party game, with only three mini games involved. We got stuck on the method where you want to transfer players score from a mini game into a "lobby" scene.
So the order is; Main Menu Scene > Pre-Lobby Scene (where the players joining so we get how many players will play the game) > Lobby scene (where you see a summary of each player's score on each mini game, all defaulted to zero) | If all registered player considered "ready" a mini game will be played > Level 01 (players play the game)....
Here is where we got stuck for a while, we want to transfer each player's score onto the lobby scene again, so it's like you reload the lobby scene with updated player score.
The exact problem we had is each time the lobby scene is reloaded, it looks like the lobby made new players (player scores are all zero after we've done the game (default value)), instead of using already made players.
It may be because at the Start function of a script that we attached to the empty gameobject (lobby scene) has a function call that create "Player Manager" as much as the player registered at Pre-Lobby scene.
How can you tell the script in the lobby scene that we don't need to make new Player Managers if we already play the game and use already made Player Manager instead?
Script: Pre-Lobby (static), Lobby (static)
Thank you.
Answer by FortisVenaliter · May 02, 2017 at 09:02 PM
You would need to show your code for a more complete answer, but what you really need is a state-machine that persists among scenes. If your Lobby code is static, then you should be able to set a flag or something in it when you move to the minigame telling it that the session is complete and it should not call initialization code again when it returns to the lobby.
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