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Main Menu - One scene or multiple?
Hey.
So far my scenes are split up where I have a:
1 Initialization Scene (for any splashes / etc)
2 Loading Scene (for loading required scripts)
3 Main Menu
3a Options Scene
3b Accelerometer Configuration Scene
3c Level Selection Scene
4 Game Scene 1
5 Game Level 2
6 """
7 """
8 """
9 Credit Scene
3 is the main game menu that has "Play" and "Options" and "Configure Accelerometer." 3a and 3b are scenes that are accessed through the main "parent" scene 3 - Main Menu.
I did this because I have some special art / environments displayed in each of those scenes and I can't make up my damn mind when it comes to activating/deactivating objects and i'll spend forever changing it back and forth.
IS THIS A GOOD APPROACH, or not?
The alternative to this is obviously just using 1 scene and activating / deactivating GameObjects but I did this because it is pretty damn quick and more modular than making sure I'm activating and deactivating the right items.
Why not just put all of the menu things in one scene, but far apart, and then move the camera when you need to switch the menu? It's a bit hacky, but it'll work.
The reason why I didn't want to do that is because I'm a very modular person where I like to be able to change everything about an aspect of the game at the drop of a hat. I was just asking this to see if it would be inefficient to split up my game into the scenes like I am currently doing.
Answer by Mondkin · Jan 14, 2015 at 05:22 PM
You could put all your 3a objects under one parent GameObject, and the 3b under other parent GameObject, and instead of loading scene 3a/3b you can just enable GameObject 3a/3b.
That way you only care about activating/deactivating one object at a time, and if you later add more components to one of the screens then it's just to put it under the correct parent object.
If you notice this is almost the same you are doing with the loading of new scenes, where you are removing old GameObjects and displaying new.
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