How can I pass score value from one scene to another?
I've tried the following:
Scene one:
void Start () { score = 0; updateScoreView (); StartCoroutine (DelayLoadlevel(20)); } public void updateScoreView(){ score_text.text = "The Score: "+ score; } public void AddNewScore(int NewscoreValue){ score = score + NewscoreValue; updateScoreView (); } IEnumerator DelayLoadlevel(float seconds){ yield return new WaitForSeconds(10); secondsLeft = seconds; loadingStart = true; do { yield return new WaitForSeconds(1); } while(--secondsLeft >0); // here I should store my last score before move to level two PlayerPrefs.SetInt ("player_score", score); Application.LoadLevel (2); }
Scene two:
public Text score_text; private int old_score; // Use this for initialization void Start () { old_score = PlayerPrefs.GetInt ("player_score"); score_text.text = "new score" + old_score.ToString (); }
but nothing displayed on screen, and there's no error.
Is this the correct way to pass data ?
I am using Unity 5 free edition, develop game for Gear VR (meaning the game will run in android devices).
Any suggestion?
There are many ways to do this but the solution to this depends on the type of data you want to pass between scenes. Components/Scripts and GameObjects are destroyed when new scene is loaded and even when marked as static
.
In this answer you can find
static
keywordDontDestroyOnLoad
PlayerPrefs
FileIO
1. Use the static
keyword.
Use this method if the variable to pass to the next scene is not a component, does not inherit from MonoBehaviour
and is not a GameObject then make the variable to be static
.
Built-in primitive data types such as int
, bool
, string
, float
, double
. All those variables can be made a static
variable.
Example of built-in primitive data types that can be marked as static:
static int counter = 0; static bool enableAudio = 0; static float timer = 100;
These should work without problems.
Example of Objects that can be marked as static:
public class MyTestScriptNoMonoBehaviour { }
then
static MyTestScriptNoMonoBehaviour testScriptNoMono; void Start() { testScriptNoMono = new MyTestScriptNoMonoBehaviour(); }
Notice that the class does not inherit from MonoBehaviour
. This should work.
Example of Objects that cannot be marked as static:
Anything that inherits from Object
, Component
or GameObject
will not work.
1A.Anything that inherits from MonoBehaviour
public class MyTestScript : MonoBehaviour { }
then
static MyTestScript testScript; void Start() { testScript = gameObject.AddComponent<MyTestScript>(); }
This will not work because it inherits from MonoBehaviour
.
1B.All GameObject
:
static GameObject obj; void Start() { obj = new GameObject("My Object"); }
This will not work either because it is a GameObject
and GameObject
inherit from an Object
.
Unity will always destroy its Object
even if they are declared with the static
keyword.
See #2 for a workaround.
2.Use the DontDestroyOnLoad
function.
You only need to use this if the data to keep or pass to the next scene inherits from Object
, Component
or is a GameObject
. This solves the problem described in 1A and 1B.
You can use it to make this GameObject not to destroy when scene unloads:
void Awake() { DontDestroyOnLoad(transform.gameObject); }
You can even use it with the static
keyword solve problem from 1A and 1B:
public class MyTestScript : MonoBehaviour { }
then
static MyTestScript testScript; void Awake() { DontDestroyOnLoad(transform.gameObject); } void Start() { testScript = gameObject.AddComponent<MyTestScript>(); }
The testScript
variable will now be preserved when new scene loads.
3.Save to local storage then load during next scene.
This method should be used when this is a game data that must be preserved when the game is closed and reopened. Example of this is the player high-score, the game settings such as music volume, objects locations, joystick profile data and so on.
Thare are two ways to save this:
3A.Use the PlayerPrefs
API.
Use if you have just few variables to save. Let's say player score:
int playerScore = 80;
And we want to save playerScore:
Save the score in the OnDisable
function
void OnDisable() { PlayerPrefs.SetInt("score", playerScore); }
Load it in the OnEnable
function
void OnEnable() { playerScore = PlayerPrefs.GetInt("score"); }
3B.Serialize the data to json, xml or binaray form then save using one of the C# file API such as File.WriteAllBytes
and File.ReadAllBytes
to save and load files.
Use this method if there are many variables to save.
General, you need to create a class that does not inherit from MonoBehaviour
. This class you should use to hold your game data so that in can be easily serialized or de-serialized.
Example of data to save:
[Serializable] public class PlayerInfo { public List<int> ID = new List<int>(); public List<int> Amounts = new List<int>(); public int life = 0; public float highScore = 0; }
Grab the DataSaver
class which is a wrapper over File.WriteAllBytes
and File.ReadAllBytes
that makes saving data easier from this post.
Create new instance:
PlayerInfo saveData = new PlayerInfo(); saveData.life = 99; saveData.highScore = 40;
Save data from PlayerInfo to a file named "players":
DataSaver.saveData(saveData, "players");
Load data from a file named "players":
PlayerInfo loadedData = DataSaver.loadData<PlayerInfo>("players");
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