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pass data between scene for game settings?
Ok, i've already read about passing data between scenes with gameobjects, components and Dontdestroyonload(), but what i mean here is : how can i handle this data to set up my gameplay in the loading scene?
If i'm switching from a lobby scene to a gameplay scene and i need to pass data/values about the players (like how many controllers/players are connected to spawn their characters) or about the environment (i don't really have any example on this but you got it now) or something else, and in the gameplay scene there is a gameobject responsible for spawning the characters etc, are those informations ready?
When the charachter-spawning gameobject is created and started in the gameplay scene can it immediately find the game settings gameobject from the previous scene and use its values to set all what it need?
Are there others ways to do this? Thanks in advance to everybody.
Answer by efeguclu · Jul 04, 2017 at 11:15 AM
Are you saying that you are trying to get data from a script?
I haven't tried yet, i'm just looking ahead because it's one of the next steps of the development and i've found that using a gameobject with a script with Dontdestroyonload() is one of the simpliest way to pass data between scenes, so I was investigating the pros and cons.
if I understand correctyly you could use that;
Your Script :
public static YourscriptClass Instance {set; get;}
public float exampledata;
private void Start(){
Instance = this;
DontDestroyOnLoad(gameObject);
}
When you are getting the value :
float f = YourScriptClass.Instance.exampledata;
// or
YourScriptClass myScript = FindObjectsOfType<YourScriptClass>();
float f = myScript.exampledata
I'll try it as soon as possible, thank you @efeguclu
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