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Question by Ft5fTL · Nov 30, 2012 at 04:42 PM · scene change

Scene change and day night cycle

I was searching but i didn't find anything on unityAnswers so im posting this. I found an day night cycle tutorial on youtube. So i done it right and it's working but i have an other problem. When i change the scene, the cycle resets itself. What i want is continue the cycle where it was. Can someone help me please?

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Answer by BiG · Nov 30, 2012 at 04:44 PM

The simplest approach is to use DontDestroyOnLoad on the object that is responsible of the night/day cycle. That function allows you to "save" that object between scene changes, and, as a consequence, also the variables referred to its scripts. I know that is nothing more than a starting point, but without see your code is all that I can say!

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Answer by Ft5fTL · Nov 30, 2012 at 08:58 PM

Here is my code:

 using UnityEngine;
 using System.Collections;
 
 public class GameTime : MonoBehaviour {
     public enum TimeOfDay{
         Idle,
         SunRise,
         SunSet
     }
     
     public Transform[] sun;
     public float dayCycleInMinutes = 1;
     
     public float sunRise;
     public float sunSet;
     public float skyboxBlendModifier;
     
     private const float SECOND = 1;
     private const float MINUTE = 60 * SECOND;
     private const float HOUR = 60 * MINUTE;
     private const float DAY = 24 * HOUR;
     
     private const float DEGREES_PER_SECOND = 360 / DAY;
     
     private float _degreeRotation;
     
     private float _timeOfDay;
     private float _dayCycleInSeconds;
     
     private TimeOfDay _tod;
     
     // Use this for initialization
     void Start () {
         _tod = TimeOfDay.Idle;
         
         RenderSettings.skybox.SetFloat("_Blend",0);
         
         _dayCycleInSeconds = dayCycleInMinutes * MINUTE;
         _timeOfDay = 0;
         _degreeRotation = DEGREES_PER_SECOND * DAY / (_dayCycleInSeconds);
         
         sunRise *= _dayCycleInSeconds; 
         sunSet *= _dayCycleInSeconds;
     }
     
     // Update is called once per frame
     void Update () {
         sun[0].Rotate(new Vector3(_degreeRotation, 0, 0) * Time.deltaTime);
         
         _timeOfDay += Time.deltaTime;
         
         if(_timeOfDay > _dayCycleInSeconds)
             _timeOfDay -= _dayCycleInSeconds;
         
         if(_timeOfDay > sunRise && _timeOfDay < sunSet && RenderSettings.skybox.GetFloat("_Blend") < 1) {
             _tod = GameTime.TimeOfDay.SunRise;        
             BlendSkybox ();
         }
         else if(_timeOfDay > sunSet && RenderSettings.skybox.GetFloat("_Blend") > 0){
             _tod = GameTime.TimeOfDay.SunSet;
             BlendSkybox ();
         }
         else {
             _tod = GameTime.TimeOfDay.Idle;
         }
     }
     
     private void BlendSkybox() {
         float temp = 0;
         
         switch(_tod) {
         case TimeOfDay.SunRise:
             temp = (_timeOfDay - sunRise) / _dayCycleInSeconds * skyboxBlendModifier;
             break;
         case TimeOfDay.SunSet:
             temp = (_timeOfDay - sunSet) / _dayCycleInSeconds * skyboxBlendModifier;
             temp = 1 - temp;
             break;
         }
         
         RenderSettings.skybox.SetFloat("_Blend", temp);
     }
 }
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Answer by Ft5fTL · Dec 05, 2012 at 02:39 AM

So i attached my GameTime script to an empty game object. Then i attached the DontDestroyOnLoad script but it gave me this error when i change the scene: MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object.

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