I am making a really simple game where you are a dot and you go around and shoot other dots. I have it set up so in the start menu you can spend points to upgrade your dots stats. (ie. make it shoot faster, move faster.) I am using a prefab NumberHolder object with a script on it to hold the numbers between scenes and I am having an issue. If I have the NumberHolder selected in the inspector the game works perfectly, but if I don't have it selected the numbers all change like normal while I am on the scene that adjusts the numbers, but when I go to the next scene which is the game the numbers seem to have a 50% of not updating to the player. Furthermore, if I select the NumberHolder at this point the numbers are all still at their starting stats. I used to have the NumberHolder located 3 folders deep, Assets/Prefabs/StatHolders and it didn't work at all unless it was selected. I have since moved it up to the Prefabs folder and it now works around 50% of the time. Do I have it to deep? If so is there a way to work with it that deep because I want to try and stay organized or is there a whole better way of doing what I am attempting to do here?

I am using Unity 5.4.0f3 and coding in C#.

  • \$\begingroup\$ How do you link the NumberHolder to the rest of your code? \$\endgroup\$ Oct 25 '16 at 14:57
  • \$\begingroup\$ I create a object and add a NumberHolder script to it that has a bunch of public floats that are adjustable by buttons before the game starts. I than turned that object into a prefab and deleted the original object. I get the numbers with my PlayerController script using GetComponent<> and pass a few variables to the projectiles through the player controller script. \$\endgroup\$
    – Isak Jones
    Oct 25 '16 at 15:22
  • \$\begingroup\$ I attempted an answer, but not 100% sure I understood what you're doing. Are you modifying the prefab outside the scene at runtime? (if so, how?) \$\endgroup\$ Oct 25 '16 at 16:36
  • \$\begingroup\$ I am trying to modify the prefabs in the game. Before the game you go through a few menu scenes where you select all your stats. Those are menu scenes before the actual game, and I don't have the objects that access those numbers in those scenes. I am very new to coding, so I'm going to do some research on some of your solutions, they look like they mite work. \$\endgroup\$
    – Isak Jones
    Oct 25 '16 at 16:55

Prefabs are templates, the prefabs outside of a scene are not supposed to change at runtime. If you need to save player data between scenes there's a variety of options:

  • Set a gameobject as don't destroy on load - it will persist between scene changes
  • Use static variables
  • Create a non-monobehaviour singleton
  • Save data to playerprefs
  • Use additive loading instead, so game objects naturally persist between scenes
  • \$\begingroup\$ Are you not supposed to modify prefabs in the game? The reason I ask this is because I wasn't able to access the game objects from the prefabs, but I can access the prefabs from the game objects so I found a solution to pass the numbers along. Sorry if that doesn't make since, I am new to coding. Some of these answers look like they mite work so I am going to check them out. \$\endgroup\$
    – Isak Jones
    Oct 25 '16 at 16:59
  • \$\begingroup\$ So, looking up static variables, it looks promising. If I change a game object stats using static variables, if I instantiate that object in another scene will those variables follow? \$\endgroup\$
    – Isak Jones
    Oct 25 '16 at 17:19
  • \$\begingroup\$ Yes, those variables will follow. \$\endgroup\$ Oct 25 '16 at 17:45
  • \$\begingroup\$ I think modifying the prefab in your project folders from scripts is something that might kinda work in the editor, but not from a built game. I think it should be avoided as a way of keeping player data. Modifying the prefabs once they have been added to the scene as gameobjects is fine (but changes to them won't persist). \$\endgroup\$ Oct 25 '16 at 19:30
  • \$\begingroup\$ Sorry to bother you but I have one more question on this. I set the object as don't destroy on load and it is staying through all the scenes. I don't know how to reference this object in a future scene to get the numbers from it because it is not in the current scene. \$\endgroup\$
    – Isak Jones
    Oct 26 '16 at 17:35

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