Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 PijusVose · Jul 04, 2017 at 09:00 PM · uieventsbutton trigger eventsreferencingdelegates

Problems with GameManagers

So in my Game I have a GameManager, which is set to DontDestroyOnLoad. The GameManager mainly consists of delegates and events, also variables. Every scene in my game has UI buttons which activate the events of my GameManager with OnClick(). Whenever I restart my scene or change to another, all those UI buttons lose the reference to the GameManagerScript. What should I do, so that the UI buttons don't lose reference to the GameManager?

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

3 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by isbdnt · Jul 05, 2017 at 01:39 AM

dont use DontDestroyOnLoad

Comment
Add comment · Show 1 · 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 Jwizard93 · Jul 05, 2017 at 11:43 PM 0
Share

why not? This is exactly when to use it. You can make it even better by using this and a singleton like design pattern for the game manager. That way Your UI elements can search for the game manager when the scene loads and they will be sure to find the one, true Game$$anonymous$$anager.

avatar image
0

Answer by Cornelis-de-Jager · Jul 05, 2017 at 02:42 AM

Maybe try adding DoNotDestroyOnLoad to your UI as well?

Comment
Add comment · 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
0

Answer by Jwizard93 · Jul 05, 2017 at 11:50 PM

Make a GameManager Prefab. Make sure it has Don't destroy on load. Make sure it has a unique tag.

Add functionality in Awake() such that it searches for any active GameObject with the GameManager Tag. If it doesn't find anything then perfect. If it does find something then have this GameManager destroy itself. It isn't the real GameManager.

Drop that prefab in every scene. Now no matter what level you startup there will be a GameManager. If you move from one scene to the next the new GameManager will detect the existence of the first game manager and destroy itself.

When the scene loads just have that scene's UI search out the GameManager by its tag.

Do that in the UI element's Start() function that way you know Awake() was already called on the GameManager and there will be only one to find.

Comment
Add comment · Show 1 · 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 Jwizard93 · Jul 05, 2017 at 11:54 PM 0
Share

$$anonymous$$ight have to tweak this logic a bit to make sure the real Game$$anonymous$$anager doesn't destroy itself. I'm sure you will figure it out.

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

109 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 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 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 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 avatar image avatar image avatar image avatar image avatar image

Related Questions

Using Delegates for separating UI and Logic, are these in the right place? 1 Answer

How do I asign this script to a button successfully? 1 Answer

Unity Events notifications 0 Answers

How do I allow my UI buttons to detect my "GameMaster" object after returning to the scene for OnClick events? 1 Answer

Two buttons behaving entirely differently (despite similar logic in code)? 1 Answer


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