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Question by Phantom_101 · Jan 02, 2018 at 01:39 AM · c#scene-loadinginstantiate-game-object

[Solved] Storing a GameObject in a var and then instantiating it in a new scene?

Hi. I'm creating a game in which a player can access a menu and jump between multiple scenes. I tried to use DontDestroyOnLoad (), but if I jump to another scene and back, I will have two players. My solution was to instantiate the player on the other scene. I wanted the player to have the attributes (position, rotation, etc) in the other scene. However, it didn't work. This is my code:

 public void LoadSystem (string name) {
         GameObject player = GameObject.FindGameObjectWithTag ("Player");
         SceneManager.LoadScene (name);
         Instantiate (player, player.transform.position, player.transform.rotation);
 }

Is there any way I can solve this problem? Or is there a simpler way to do this? Thank you in advance. :)

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Answer by JimmyCushnie · Jan 02, 2018 at 01:58 AM

You could go back to the version that was working except with duplicate players. Add a static bool called "PlayerInstantiated" or similar. In your method to instantiate the player, first do a check if that bool is true. If so, stop the function. Otherwise, instantiate the player and set PlayerInstantiated to true.

That way, the code will only ever run once.

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avatar image Phantom_101 · Jan 02, 2018 at 02:19 AM 0
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Thanks! It worked great for me.

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Answer by Ginxx009 · Jan 02, 2018 at 02:08 AM

If you are going to that yes there's a simple way of doing it.

  1. Using PlayerPrefs you can save the position of your character.

By doing this:

 //Saving the position of the player
 PlayerPrefs.SetFloat("PlayerX", player.transform.position.x);
 PlayerPrefs.SetFloat("PlayerY", player.transform.position.y);
 PlayerPrefs.SetFloat("PlayerZ", player.transform.position.z);

Note: As for the rotation value just do the same as the position

  1. By making your character a Prefab.

  2. Instantiate the prefab then use the key of your playerprefs to reposition the Prefab you made then make a variable for setting its position.

     transform.position = new Vector3(PlayerPrefs.GetFloat("PlayerX"), PlayerPrefs.GetFloat("PlayerY"), PlayerPrefs.GetFloat("PlayerZ"));
    
    

Hope it helps. Happy Coding -Ginxx009

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avatar image Phantom_101 · Jan 02, 2018 at 02:21 AM 0
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Thanks. I did just that. I had a bit of trouble with the canvas, but all I needed to do was find the gameObject and get the Canvas component.

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