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Question by zorgzikhnit · May 07, 2020 at 09:39 AM · gameobjectspritesgetcomponentdontdestroyonloadset

Character Select Button Putting Info into GameManager Script - Is this Possible?

So I'm a Unity 2D baby and started to assemble the game myself after designing the assets myself. I have a character creation menu with buttons and information attached to each button (e.g. press this button and your character in the game will be a seal, press this button and it will get a special technique, etc.). I attached sprites to each of the character button and, upon pressing it, I want the sprites put into the GameManager prefab that is present in every scene.

Here is my code:

public class Ichooseyou: MonoBehaviour {

//I put this script on the button in the character creation scene. //so to each button I attach a hero (a stationary sprite that shows up in the passport) and a movement // (a sprite sheet that will dictate the animations of said character)

public Sprite hero; public Sprite movement;

public void ourhero(){

// In my GameManager I have the "MyHero" GameObject attached to it, which contains the elements of // a tabletop RPG character sheet. MyHero has two public sprites, the first of which is the sprite sheet // for the character and the second its passport photo. In addition to that it has all of the stats, etc.

GameObject.Find("myhero").GetComponent("hero"); GameObject.Find("myhero").GetComponent("passportphoto");

passportphoto= hero;

//I want to set the passport photo of the GameManager Object to the one set on the button hero= movement;

//I want to set the sprite sheet in the same way

//GameManager loads in the first scene but has DontDestroyOnLoad, not sure if I should do it some other way.

//Thank you so much in advance! If you'd like I'll include you in the credits of the final game.

}

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