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Question by n900orbit · May 26, 2014 at 04:07 AM · gameobjectprefabscenelevel

How to restart a "prefab'd" level? ;)

The original state of my scene, is my level select main-menu filled with gui buttons that represent each level. I chose the path of creating levels as prefabs, for experimental coding purposes. Everything loads good and fast, but I noticed that when I want to restart(or refresh) a level, the Application static variables that I need to restart a level, entirely deals with the Scene, which forces me to take more steps to get back to latest level I was playing.

For some reason I can't get my head around a concrete strategy for this but, is there a way to tell the scene to restart and activate that level I was last on?

(I'm using Unity Script)

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avatar image Tarlius · May 26, 2014 at 06:10 AM 0
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What do you mean by the " Application static variables"?

Can you not just destroy the open level prefab and instantiate the next one?

If you have created static classes that break when you try to reinitialise them, you might want to consider moving to a singleton pattern.

avatar image n900orbit · May 26, 2014 at 08:56 AM 0
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Thanks for your reply!

Sorry, I didn't mean to type "static", and No I didn't create static classes for this.

I'm aware of the destroy and Instantiate method, I just didn't want to make the engine work that hard just to restart a single level(GameObject).

For organizational purposes I used the basic array ins$$anonymous$$d of applying a singleton pattern. Although I am using a singleton pattern for other objects within the levels. Doesn't sound too bad, I'll try it and let you know you know if it worked out.

Before I do that, I may be over thinking this, but is there a way for me to temporarily store the current Level in my Game Controller while the level is activated, just in case a player needs to restart the level?

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