Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by HauntedHotPocket · Jan 16, 2015 at 12:05 AM · destroyscene-loadinggamestate

Game State vs Multiple Levels

The answer is probably a case by case basis, but generally speaking is the general practice to use Object.DontDestroyOnLoad to carry over the same GameState object/scripts from level to level or simply write a whole new game state for each level loaded. The latter seems wrong, but wanted to take a quick poll.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Fornoreason1000 · Jan 16, 2015 at 06:40 AM

you said it your self it depends, lets say I have player with Weapon2 equipped and he/she advances(or just travels) to another area where another level needs to be loaded,

of course you want the game to remember which weapon the player had, so we can't jsut leave the prefab to initialize itself (thus having Weapon1 All of a sudden), so we either have to carry the player over using DontDestoryOnload or use a GameState ScriptableObject singleton(or any single for that matter).

UI like Health bars and menus can be re-instantiated normally, sometimes it just more efficient to use DontDestroyOnLoad then having to mess around with recreating objects. it could be considered "safer" in terms of avoiding loss of progress since you won't be reloading anything.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image HauntedHotPocket · Jan 16, 2015 at 07:50 AM 0
Share

Thanks. That's kind of the way I was headed but wanted to hear some other feedback to make sure I wasn't going down the wrong path. Thanks!

avatar image Fornoreason1000 · Jan 16, 2015 at 08:08 AM 0
Share

you are welcome :)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

26 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to keep game states while loading different scenes,How to keep game states while changing scenes 1 Answer

How to disable Dont destroy on load 0 Answers

Saving and loading level/game state 1 Answer

I made a tower of Hanoi. There's a platform (cube), disc and a pole. When I try to play it, the discs suddenly fall even though it's on gravity and freeze rotational on rigidbody. What will i do? 1 Answer

Execution order of Destroy() and DontDestroyOnLoad() between Scenes 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges