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Question by Sethtek_Dev · Nov 17, 2018 at 02:56 PM · scripting problemscene-loading

How to instantiate objects upon scene load?

Hello, I have one GameObject that basically holds everything the game needs to run in a scene. This includes:

  • Scripts

  • Camera

  • UI

I've gotten the mod system to work perfectly, but there's one issue that is a bit confusing. When a person creates a map mod, I don't want them to have access to this GameObject, I don't even want to deal with it when I'm making a new map.

So I need a way to Instantiate this when the Scene loads. Is this possible? :)

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Answer by NinjaISV · Nov 17, 2018 at 08:27 PM

Yes, this is quite easy to do. The best approach would be to have a static class (called SceneManager or something similar) which instantiates the prefab upon loading a new scene.

The script would look something like:

 public static class SceneManager {
     private static bool initialized = false;
 
     // ensure you call this method from a script in your first loaded scene
     public static void Initialize () {
             if (initialized == false) {
                 initialized = true;
                 // adds this to the 'activeSceneChanged' callbacks if not already initialized.
                 UnityEngine.SceneManagement.SceneManager.activeSceneChanged += OnSceneWasLoaded;
             }
         }
     
         private static void OnSceneWasLoaded (UnityEngine.SceneManagement.Scene from, UnityEngine.SceneManagement.Scene to) {
             // do instantiate work here
         }
 }

Sources: https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager-activeSceneChanged.html

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

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