Saving userinput data for next scene [duplicate] - c#

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
Use the static keyword
Use DontDestroyOnLoad
Store the data local
3a PlayerPrefs
3b serialize to XML/JSON/Binary and use 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");

There is another way:
ScriptableObject
ScriptableObjects are basically data containers but may also implement own logic. They "live" only in the Assets like prefabs. They can not be used to store data permanently, but they store the data during one session so they can be used to share data and references between Scenes ... and - something I also often needed - between Scenes and an AnimatorController!
Script
First you need a script similar to MonoBehaviours. A simple example of a ScriptableObject might look like
// fileName is the default name when creating a new Instance
// menuName is where to find it in the context menu of Create
[CreateAssetMenu(fileName = "Data", menuName = "Examples/ExamoleScriptableObject")]
public class ExampleScriptableObject : ScriptableObject
{
public string someStringValue = "";
public CustomDataClass someCustomData = null;
public Transform someTransformReference = null;
// Could also implement some methods to set/read data,
// do stuff with the data like parsing between types, fileIO etc
// Especially ScriptableObjects also implement OnEnable and Awake
// so you could still fill them with permanent data via FileIO at the beginning of your app and store the data via FileIO in OnDestroy !!
}
// If you want the data to be stored permanently in the editor
// and e.g. set it via the Inspector
// your types need to be Serializable!
//
// I intentionally used a non-serializable class here to show that also
// non Serializable types can be passed between scenes
public class CustomDataClass
{
public int example;
public Vector3 custom;
public Dictionary<int, byte[]> data;
}
Create Instances
You can create instances of ScriptableObject either via script
var scriptableObject = ScriptableObject.CreateInstance<ExampleScriptableObject>();
or to make things easier use the [CreateAssetMenu] as shown in the example above.
As this created ScriptabeObject instance lives in the Assets it is not bound to a scene and can therefore be referenced everywhere!
This when you want to share the data between two Scenes or also e.g. the Scene and an AnimatorController all you need to do is reference this ScriptableObject instance in both.
Fill Data
I often use e.g. one component to fill the data like
public class ExampleWriter : MonoBehaviour
{
// Here you drag in the ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void StoreData(string someString, int someInt, Vector3 someVector, List<byte[]> someDatas)
{
example.someStringValue = someString;
example.someCustomData = new CustomDataClass
{
example = someInt;
custom = someVector;
data = new Dictionary<int, byte[]>();
};
for(var i = 0; i < someDatas.Count; i++)
{
example.someCustomData.data.Add(i, someDatas[i]);
}
example.someTransformReference = transform;
}
}
Consume Data
So after you have written and stored your required data into this ExampleScriptableObject instance every other class in any Scene or AnimatorController or also other ScriptableObjects can read this data on just the same way:
public class ExmpleConsumer : MonoBehaviour
{
// Here you drag in the same ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void ExampleLog()
{
Debug.Log($"string: {example.someString}", this);
Debug.Log($"int: {example.someCustomData.example}", this);
Debug.Log($"vector: {example.someCustomData.custom}", this);
Debug.Log($"data: There are {example.someCustomData.data.Count} entries in data.", this);
Debug.Log($"The data writer {example.someTransformReference.name} is at position {example.someTransformReference.position}", this);
}
}
Persistence
As said the changes in a ScriptableObject itself are only in the Unity Editor really persistent.
In a build they are only persistent during the same session.
Therefore if needed I often combine the session persistence with some FileIO (as described in this answer's section 3b) for loading and deserializing the values once at session begin (or whenever needed) from the hard drive and serialize and store them to a file once on session end (OnApplicationQuit) or whenever needed.
(This won't work with references of course.)

Besides playerPrefs another dirty way is to preserve an object during level loading by calling DontDestroyOnLoad on it.
DontDestroyOnLoad (transform.gameObject);
Any script attached to the game object will survive and so will the variables in the script.
The DontDestroyOnLoad function is generally used to preserve an entire GameObject, including the components attached to it, and any child objects it has in the hierarchy.
You could create an empty GameObject, and place only the script containing the variables you want preserved on it.

I use a functional approach I call Stateless Scenes.
using UnityEngine;
public class MySceneBehaviour: MonoBehaviour {
private static MySceneParams loadSceneRegister = null;
public MySceneParams sceneParams;
public static void loadMyScene(MySceneParams sceneParams, System.Action<MySceneOutcome> callback) {
MySceneBehaviour.loadSceneRegister = sceneParams;
sceneParams.callback = callback;
UnityEngine.SceneManagement.SceneManager.LoadScene("MyScene");
}
public void Awake() {
if (loadSceneRegister != null) sceneParams = loadSceneRegister;
loadSceneRegister = null; // the register has served its purpose, clear the state
}
public void endScene (MySceneOutcome outcome) {
if (sceneParams.callback != null) sceneParams.callback(outcome);
sceneParams.callback = null; // Protect against double calling;
}
}
[System.Serializable]
public class MySceneParams {
public System.Action<MySceneOutcome> callback;
// + inputs of the scene
}
public class MySceneOutcome {
// + outputs of the scene
}
You can keep global state in the caller's scope, so scene inputs and outputs states can be minimized (makes testing easy). To use it you can use anonymous functions:-
MyBigGameServices services ...
MyBigGameState bigState ...
Splash.loadScene(bigState.player.name, () => {
FirstLevel.loadScene(bigState.player, (firstLevelResult) => {
// do something else
services.savePlayer(firstLevelResult);
})
)}
More info at https://corepox.net/devlog/unity-pattern:-stateless-scenes

There are various way, but assuming that you have to pass just some basic data, you can create a singelton instance of a GameController and use that class to store the data.
and, of course DontDestroyOnLoad is mandatory!
public class GameControl : MonoBehaviour
{
//Static reference
public static GameControl control;
//Data to persist
public float health;
public float experience;
void Awake()
{
//Let the gameobject persist over the scenes
DontDestroyOnLoad(gameObject);
//Check if the control instance is null
if (control == null)
{
//This instance becomes the single instance available
control = this;
}
//Otherwise check if the control instance is not this one
else if (control != this)
{
//In case there is a different instance destroy this one.
Destroy(gameObject);
}
}
Here is the full tutorial with some other example.

you have several options.
The first one I see is to use static variables, which you will not lose their information or value passing from scenes to scenes (since they are not bound to the object). [you lose the information when closing the game, but not when passing between scenes]
the second option is that the player or the object of which you do not want to lose the information, you pass it through the DontDestroyOnLoad function
Here I give you the documentation and the sample code. [You lose the information when you close the game, but not when you go between scenes]
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
Third is to use the playerPrefab [https://docs.unity3d.com/ScriptReference/PlayerPrefs.html]
that allow you to save information and retrieve it at any time without hanging it even after closing the game [you must be very careful with the latter if you plan to use it to save data even after closing the game since you can lose the data if you close the game suddenly , since player prefab creates a file and retrieves the information from there, but it saves the file at the end or closes the app correctly]

Related

I want to make timer to stop and put on the other scene. So, it will be a score, but how? [duplicate]

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
Use the static keyword
Use DontDestroyOnLoad
Store the data local
3a PlayerPrefs
3b serialize to XML/JSON/Binary and use 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");
There is another way:
ScriptableObject
ScriptableObjects are basically data containers but may also implement own logic. They "live" only in the Assets like prefabs. They can not be used to store data permanently, but they store the data during one session so they can be used to share data and references between Scenes ... and - something I also often needed - between Scenes and an AnimatorController!
Script
First you need a script similar to MonoBehaviours. A simple example of a ScriptableObject might look like
// fileName is the default name when creating a new Instance
// menuName is where to find it in the context menu of Create
[CreateAssetMenu(fileName = "Data", menuName = "Examples/ExamoleScriptableObject")]
public class ExampleScriptableObject : ScriptableObject
{
public string someStringValue = "";
public CustomDataClass someCustomData = null;
public Transform someTransformReference = null;
// Could also implement some methods to set/read data,
// do stuff with the data like parsing between types, fileIO etc
// Especially ScriptableObjects also implement OnEnable and Awake
// so you could still fill them with permanent data via FileIO at the beginning of your app and store the data via FileIO in OnDestroy !!
}
// If you want the data to be stored permanently in the editor
// and e.g. set it via the Inspector
// your types need to be Serializable!
//
// I intentionally used a non-serializable class here to show that also
// non Serializable types can be passed between scenes
public class CustomDataClass
{
public int example;
public Vector3 custom;
public Dictionary<int, byte[]> data;
}
Create Instances
You can create instances of ScriptableObject either via script
var scriptableObject = ScriptableObject.CreateInstance<ExampleScriptableObject>();
or to make things easier use the [CreateAssetMenu] as shown in the example above.
As this created ScriptabeObject instance lives in the Assets it is not bound to a scene and can therefore be referenced everywhere!
This when you want to share the data between two Scenes or also e.g. the Scene and an AnimatorController all you need to do is reference this ScriptableObject instance in both.
Fill Data
I often use e.g. one component to fill the data like
public class ExampleWriter : MonoBehaviour
{
// Here you drag in the ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void StoreData(string someString, int someInt, Vector3 someVector, List<byte[]> someDatas)
{
example.someStringValue = someString;
example.someCustomData = new CustomDataClass
{
example = someInt;
custom = someVector;
data = new Dictionary<int, byte[]>();
};
for(var i = 0; i < someDatas.Count; i++)
{
example.someCustomData.data.Add(i, someDatas[i]);
}
example.someTransformReference = transform;
}
}
Consume Data
So after you have written and stored your required data into this ExampleScriptableObject instance every other class in any Scene or AnimatorController or also other ScriptableObjects can read this data on just the same way:
public class ExmpleConsumer : MonoBehaviour
{
// Here you drag in the same ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void ExampleLog()
{
Debug.Log($"string: {example.someString}", this);
Debug.Log($"int: {example.someCustomData.example}", this);
Debug.Log($"vector: {example.someCustomData.custom}", this);
Debug.Log($"data: There are {example.someCustomData.data.Count} entries in data.", this);
Debug.Log($"The data writer {example.someTransformReference.name} is at position {example.someTransformReference.position}", this);
}
}
Persistence
As said the changes in a ScriptableObject itself are only in the Unity Editor really persistent.
In a build they are only persistent during the same session.
Therefore if needed I often combine the session persistence with some FileIO (as described in this answer's section 3b) for loading and deserializing the values once at session begin (or whenever needed) from the hard drive and serialize and store them to a file once on session end (OnApplicationQuit) or whenever needed.
(This won't work with references of course.)
Besides playerPrefs another dirty way is to preserve an object during level loading by calling DontDestroyOnLoad on it.
DontDestroyOnLoad (transform.gameObject);
Any script attached to the game object will survive and so will the variables in the script.
The DontDestroyOnLoad function is generally used to preserve an entire GameObject, including the components attached to it, and any child objects it has in the hierarchy.
You could create an empty GameObject, and place only the script containing the variables you want preserved on it.
I use a functional approach I call Stateless Scenes.
using UnityEngine;
public class MySceneBehaviour: MonoBehaviour {
private static MySceneParams loadSceneRegister = null;
public MySceneParams sceneParams;
public static void loadMyScene(MySceneParams sceneParams, System.Action<MySceneOutcome> callback) {
MySceneBehaviour.loadSceneRegister = sceneParams;
sceneParams.callback = callback;
UnityEngine.SceneManagement.SceneManager.LoadScene("MyScene");
}
public void Awake() {
if (loadSceneRegister != null) sceneParams = loadSceneRegister;
loadSceneRegister = null; // the register has served its purpose, clear the state
}
public void endScene (MySceneOutcome outcome) {
if (sceneParams.callback != null) sceneParams.callback(outcome);
sceneParams.callback = null; // Protect against double calling;
}
}
[System.Serializable]
public class MySceneParams {
public System.Action<MySceneOutcome> callback;
// + inputs of the scene
}
public class MySceneOutcome {
// + outputs of the scene
}
You can keep global state in the caller's scope, so scene inputs and outputs states can be minimized (makes testing easy). To use it you can use anonymous functions:-
MyBigGameServices services ...
MyBigGameState bigState ...
Splash.loadScene(bigState.player.name, () => {
FirstLevel.loadScene(bigState.player, (firstLevelResult) => {
// do something else
services.savePlayer(firstLevelResult);
})
)}
More info at https://corepox.net/devlog/unity-pattern:-stateless-scenes
There are various way, but assuming that you have to pass just some basic data, you can create a singelton instance of a GameController and use that class to store the data.
and, of course DontDestroyOnLoad is mandatory!
public class GameControl : MonoBehaviour
{
//Static reference
public static GameControl control;
//Data to persist
public float health;
public float experience;
void Awake()
{
//Let the gameobject persist over the scenes
DontDestroyOnLoad(gameObject);
//Check if the control instance is null
if (control == null)
{
//This instance becomes the single instance available
control = this;
}
//Otherwise check if the control instance is not this one
else if (control != this)
{
//In case there is a different instance destroy this one.
Destroy(gameObject);
}
}
Here is the full tutorial with some other example.
you have several options.
The first one I see is to use static variables, which you will not lose their information or value passing from scenes to scenes (since they are not bound to the object). [you lose the information when closing the game, but not when passing between scenes]
the second option is that the player or the object of which you do not want to lose the information, you pass it through the DontDestroyOnLoad function
Here I give you the documentation and the sample code. [You lose the information when you close the game, but not when you go between scenes]
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
Third is to use the playerPrefab [https://docs.unity3d.com/ScriptReference/PlayerPrefs.html]
that allow you to save information and retrieve it at any time without hanging it even after closing the game [you must be very careful with the latter if you plan to use it to save data even after closing the game since you can lose the data if you close the game suddenly , since player prefab creates a file and retrieves the information from there, but it saves the file at the end or closes the app correctly]

How to destroy a gameObject based on a condition from another scene? [duplicate]

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
Use the static keyword
Use DontDestroyOnLoad
Store the data local
3a PlayerPrefs
3b serialize to XML/JSON/Binary and use 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");
There is another way:
ScriptableObject
ScriptableObjects are basically data containers but may also implement own logic. They "live" only in the Assets like prefabs. They can not be used to store data permanently, but they store the data during one session so they can be used to share data and references between Scenes ... and - something I also often needed - between Scenes and an AnimatorController!
Script
First you need a script similar to MonoBehaviours. A simple example of a ScriptableObject might look like
// fileName is the default name when creating a new Instance
// menuName is where to find it in the context menu of Create
[CreateAssetMenu(fileName = "Data", menuName = "Examples/ExamoleScriptableObject")]
public class ExampleScriptableObject : ScriptableObject
{
public string someStringValue = "";
public CustomDataClass someCustomData = null;
public Transform someTransformReference = null;
// Could also implement some methods to set/read data,
// do stuff with the data like parsing between types, fileIO etc
// Especially ScriptableObjects also implement OnEnable and Awake
// so you could still fill them with permanent data via FileIO at the beginning of your app and store the data via FileIO in OnDestroy !!
}
// If you want the data to be stored permanently in the editor
// and e.g. set it via the Inspector
// your types need to be Serializable!
//
// I intentionally used a non-serializable class here to show that also
// non Serializable types can be passed between scenes
public class CustomDataClass
{
public int example;
public Vector3 custom;
public Dictionary<int, byte[]> data;
}
Create Instances
You can create instances of ScriptableObject either via script
var scriptableObject = ScriptableObject.CreateInstance<ExampleScriptableObject>();
or to make things easier use the [CreateAssetMenu] as shown in the example above.
As this created ScriptabeObject instance lives in the Assets it is not bound to a scene and can therefore be referenced everywhere!
This when you want to share the data between two Scenes or also e.g. the Scene and an AnimatorController all you need to do is reference this ScriptableObject instance in both.
Fill Data
I often use e.g. one component to fill the data like
public class ExampleWriter : MonoBehaviour
{
// Here you drag in the ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void StoreData(string someString, int someInt, Vector3 someVector, List<byte[]> someDatas)
{
example.someStringValue = someString;
example.someCustomData = new CustomDataClass
{
example = someInt;
custom = someVector;
data = new Dictionary<int, byte[]>();
};
for(var i = 0; i < someDatas.Count; i++)
{
example.someCustomData.data.Add(i, someDatas[i]);
}
example.someTransformReference = transform;
}
}
Consume Data
So after you have written and stored your required data into this ExampleScriptableObject instance every other class in any Scene or AnimatorController or also other ScriptableObjects can read this data on just the same way:
public class ExmpleConsumer : MonoBehaviour
{
// Here you drag in the same ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void ExampleLog()
{
Debug.Log($"string: {example.someString}", this);
Debug.Log($"int: {example.someCustomData.example}", this);
Debug.Log($"vector: {example.someCustomData.custom}", this);
Debug.Log($"data: There are {example.someCustomData.data.Count} entries in data.", this);
Debug.Log($"The data writer {example.someTransformReference.name} is at position {example.someTransformReference.position}", this);
}
}
Persistence
As said the changes in a ScriptableObject itself are only in the Unity Editor really persistent.
In a build they are only persistent during the same session.
Therefore if needed I often combine the session persistence with some FileIO (as described in this answer's section 3b) for loading and deserializing the values once at session begin (or whenever needed) from the hard drive and serialize and store them to a file once on session end (OnApplicationQuit) or whenever needed.
(This won't work with references of course.)
Besides playerPrefs another dirty way is to preserve an object during level loading by calling DontDestroyOnLoad on it.
DontDestroyOnLoad (transform.gameObject);
Any script attached to the game object will survive and so will the variables in the script.
The DontDestroyOnLoad function is generally used to preserve an entire GameObject, including the components attached to it, and any child objects it has in the hierarchy.
You could create an empty GameObject, and place only the script containing the variables you want preserved on it.
I use a functional approach I call Stateless Scenes.
using UnityEngine;
public class MySceneBehaviour: MonoBehaviour {
private static MySceneParams loadSceneRegister = null;
public MySceneParams sceneParams;
public static void loadMyScene(MySceneParams sceneParams, System.Action<MySceneOutcome> callback) {
MySceneBehaviour.loadSceneRegister = sceneParams;
sceneParams.callback = callback;
UnityEngine.SceneManagement.SceneManager.LoadScene("MyScene");
}
public void Awake() {
if (loadSceneRegister != null) sceneParams = loadSceneRegister;
loadSceneRegister = null; // the register has served its purpose, clear the state
}
public void endScene (MySceneOutcome outcome) {
if (sceneParams.callback != null) sceneParams.callback(outcome);
sceneParams.callback = null; // Protect against double calling;
}
}
[System.Serializable]
public class MySceneParams {
public System.Action<MySceneOutcome> callback;
// + inputs of the scene
}
public class MySceneOutcome {
// + outputs of the scene
}
You can keep global state in the caller's scope, so scene inputs and outputs states can be minimized (makes testing easy). To use it you can use anonymous functions:-
MyBigGameServices services ...
MyBigGameState bigState ...
Splash.loadScene(bigState.player.name, () => {
FirstLevel.loadScene(bigState.player, (firstLevelResult) => {
// do something else
services.savePlayer(firstLevelResult);
})
)}
More info at https://corepox.net/devlog/unity-pattern:-stateless-scenes
There are various way, but assuming that you have to pass just some basic data, you can create a singelton instance of a GameController and use that class to store the data.
and, of course DontDestroyOnLoad is mandatory!
public class GameControl : MonoBehaviour
{
//Static reference
public static GameControl control;
//Data to persist
public float health;
public float experience;
void Awake()
{
//Let the gameobject persist over the scenes
DontDestroyOnLoad(gameObject);
//Check if the control instance is null
if (control == null)
{
//This instance becomes the single instance available
control = this;
}
//Otherwise check if the control instance is not this one
else if (control != this)
{
//In case there is a different instance destroy this one.
Destroy(gameObject);
}
}
Here is the full tutorial with some other example.
you have several options.
The first one I see is to use static variables, which you will not lose their information or value passing from scenes to scenes (since they are not bound to the object). [you lose the information when closing the game, but not when passing between scenes]
the second option is that the player or the object of which you do not want to lose the information, you pass it through the DontDestroyOnLoad function
Here I give you the documentation and the sample code. [You lose the information when you close the game, but not when you go between scenes]
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
Third is to use the playerPrefab [https://docs.unity3d.com/ScriptReference/PlayerPrefs.html]
that allow you to save information and retrieve it at any time without hanging it even after closing the game [you must be very careful with the latter if you plan to use it to save data even after closing the game since you can lose the data if you close the game suddenly , since player prefab creates a file and retrieves the information from there, but it saves the file at the end or closes the app correctly]

Keeping changes when switching scene in unity [duplicate]

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
Use the static keyword
Use DontDestroyOnLoad
Store the data local
3a PlayerPrefs
3b serialize to XML/JSON/Binary and use 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");
There is another way:
ScriptableObject
ScriptableObjects are basically data containers but may also implement own logic. They "live" only in the Assets like prefabs. They can not be used to store data permanently, but they store the data during one session so they can be used to share data and references between Scenes ... and - something I also often needed - between Scenes and an AnimatorController!
Script
First you need a script similar to MonoBehaviours. A simple example of a ScriptableObject might look like
// fileName is the default name when creating a new Instance
// menuName is where to find it in the context menu of Create
[CreateAssetMenu(fileName = "Data", menuName = "Examples/ExamoleScriptableObject")]
public class ExampleScriptableObject : ScriptableObject
{
public string someStringValue = "";
public CustomDataClass someCustomData = null;
public Transform someTransformReference = null;
// Could also implement some methods to set/read data,
// do stuff with the data like parsing between types, fileIO etc
// Especially ScriptableObjects also implement OnEnable and Awake
// so you could still fill them with permanent data via FileIO at the beginning of your app and store the data via FileIO in OnDestroy !!
}
// If you want the data to be stored permanently in the editor
// and e.g. set it via the Inspector
// your types need to be Serializable!
//
// I intentionally used a non-serializable class here to show that also
// non Serializable types can be passed between scenes
public class CustomDataClass
{
public int example;
public Vector3 custom;
public Dictionary<int, byte[]> data;
}
Create Instances
You can create instances of ScriptableObject either via script
var scriptableObject = ScriptableObject.CreateInstance<ExampleScriptableObject>();
or to make things easier use the [CreateAssetMenu] as shown in the example above.
As this created ScriptabeObject instance lives in the Assets it is not bound to a scene and can therefore be referenced everywhere!
This when you want to share the data between two Scenes or also e.g. the Scene and an AnimatorController all you need to do is reference this ScriptableObject instance in both.
Fill Data
I often use e.g. one component to fill the data like
public class ExampleWriter : MonoBehaviour
{
// Here you drag in the ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void StoreData(string someString, int someInt, Vector3 someVector, List<byte[]> someDatas)
{
example.someStringValue = someString;
example.someCustomData = new CustomDataClass
{
example = someInt;
custom = someVector;
data = new Dictionary<int, byte[]>();
};
for(var i = 0; i < someDatas.Count; i++)
{
example.someCustomData.data.Add(i, someDatas[i]);
}
example.someTransformReference = transform;
}
}
Consume Data
So after you have written and stored your required data into this ExampleScriptableObject instance every other class in any Scene or AnimatorController or also other ScriptableObjects can read this data on just the same way:
public class ExmpleConsumer : MonoBehaviour
{
// Here you drag in the same ScriptableObject instance via the Inspector in Unity
[SerializeField] private ExampleScriptableObject example;
public void ExampleLog()
{
Debug.Log($"string: {example.someString}", this);
Debug.Log($"int: {example.someCustomData.example}", this);
Debug.Log($"vector: {example.someCustomData.custom}", this);
Debug.Log($"data: There are {example.someCustomData.data.Count} entries in data.", this);
Debug.Log($"The data writer {example.someTransformReference.name} is at position {example.someTransformReference.position}", this);
}
}
Persistence
As said the changes in a ScriptableObject itself are only in the Unity Editor really persistent.
In a build they are only persistent during the same session.
Therefore if needed I often combine the session persistence with some FileIO (as described in this answer's section 3b) for loading and deserializing the values once at session begin (or whenever needed) from the hard drive and serialize and store them to a file once on session end (OnApplicationQuit) or whenever needed.
(This won't work with references of course.)
Besides playerPrefs another dirty way is to preserve an object during level loading by calling DontDestroyOnLoad on it.
DontDestroyOnLoad (transform.gameObject);
Any script attached to the game object will survive and so will the variables in the script.
The DontDestroyOnLoad function is generally used to preserve an entire GameObject, including the components attached to it, and any child objects it has in the hierarchy.
You could create an empty GameObject, and place only the script containing the variables you want preserved on it.
I use a functional approach I call Stateless Scenes.
using UnityEngine;
public class MySceneBehaviour: MonoBehaviour {
private static MySceneParams loadSceneRegister = null;
public MySceneParams sceneParams;
public static void loadMyScene(MySceneParams sceneParams, System.Action<MySceneOutcome> callback) {
MySceneBehaviour.loadSceneRegister = sceneParams;
sceneParams.callback = callback;
UnityEngine.SceneManagement.SceneManager.LoadScene("MyScene");
}
public void Awake() {
if (loadSceneRegister != null) sceneParams = loadSceneRegister;
loadSceneRegister = null; // the register has served its purpose, clear the state
}
public void endScene (MySceneOutcome outcome) {
if (sceneParams.callback != null) sceneParams.callback(outcome);
sceneParams.callback = null; // Protect against double calling;
}
}
[System.Serializable]
public class MySceneParams {
public System.Action<MySceneOutcome> callback;
// + inputs of the scene
}
public class MySceneOutcome {
// + outputs of the scene
}
You can keep global state in the caller's scope, so scene inputs and outputs states can be minimized (makes testing easy). To use it you can use anonymous functions:-
MyBigGameServices services ...
MyBigGameState bigState ...
Splash.loadScene(bigState.player.name, () => {
FirstLevel.loadScene(bigState.player, (firstLevelResult) => {
// do something else
services.savePlayer(firstLevelResult);
})
)}
More info at https://corepox.net/devlog/unity-pattern:-stateless-scenes
There are various way, but assuming that you have to pass just some basic data, you can create a singelton instance of a GameController and use that class to store the data.
and, of course DontDestroyOnLoad is mandatory!
public class GameControl : MonoBehaviour
{
//Static reference
public static GameControl control;
//Data to persist
public float health;
public float experience;
void Awake()
{
//Let the gameobject persist over the scenes
DontDestroyOnLoad(gameObject);
//Check if the control instance is null
if (control == null)
{
//This instance becomes the single instance available
control = this;
}
//Otherwise check if the control instance is not this one
else if (control != this)
{
//In case there is a different instance destroy this one.
Destroy(gameObject);
}
}
Here is the full tutorial with some other example.
you have several options.
The first one I see is to use static variables, which you will not lose their information or value passing from scenes to scenes (since they are not bound to the object). [you lose the information when closing the game, but not when passing between scenes]
the second option is that the player or the object of which you do not want to lose the information, you pass it through the DontDestroyOnLoad function
Here I give you the documentation and the sample code. [You lose the information when you close the game, but not when you go between scenes]
https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html
Third is to use the playerPrefab [https://docs.unity3d.com/ScriptReference/PlayerPrefs.html]
that allow you to save information and retrieve it at any time without hanging it even after closing the game [you must be very careful with the latter if you plan to use it to save data even after closing the game since you can lose the data if you close the game suddenly , since player prefab creates a file and retrieves the information from there, but it saves the file at the end or closes the app correctly]

Passing values from one script to another without a game object in the scene

I’ve found a lot of information on passing parameters from one script to another when a game object is present in the hierarchy. My problem is that my Transform object is created on the fly using Instantiate(myPrefab). Is there any way to access the position of myPrefab game object from another script?
You could store a reference to the instantiated GameObject after it has been instantiated (see example below). If there are more GameObjects, use a list to store them instead.
Call the InstantiateGO() and GetGOPosition() where it makes sense for you.
public class YourClass: MonoBehaviour
{
public GameObject yourPrefab;
public GameObject yourGameObject;
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
}
void InstantiateGO()
{
yourGameObject = Instantiate(yourPrefab); // assign the newly instantiated GameObject to yourGameObject
}
void GetGOPosition()
{
var x = yourGameObject.position;
//Do something here
}
}

Unity singleton manager classes

In Unity, whats a good way to create a singleton game manager that can be accessed everywhere as a global class with static variables that will spit the same constant values to every class that pulls those values? And what would be the way to implement it in Unity? Do I have to attach it to a GameObject? Can it just be there in a folder without being in the scene visually?
Like always: it depends. I use singletons of both kinds, components attached to GameObject and standalone classes not derived from MonoBehaviour. IMO the overall question is how are instances bound to the lifcycle of scenes, game objects, ... And not to forget sometimes it is more convenient to have a component especially referencing other MonoBehaviour objects is easier and safer.
There are classes that just need to provide some values like for example a config class that needs to load settings from persistence layer when called. I design theese classes as simple singletons.
On the other hand some objects need to know when a scene is started i.e. Start is called or have to perform actions in Update or other methods. Then I implement them as component and attach them to a game object that survives loading new scenes.
I designed component based singletons (type 2) with two parts: a persistent GameObject called Main, which holds all components and a flat singleton (type 1) called MainComponentManager for managing it. Some demo code:
public class MainComponentManger {
private static MainComponentManger instance;
public static void CreateInstance () {
if (instance == null) {
instance = new MainComponentManger ();
GameObject go = GameObject.Find ("Main");
if (go == null) {
go = new GameObject ("Main");
instance.main = go;
// important: make game object persistent:
Object.DontDestroyOnLoad (go);
}
// trigger instantiation of other singletons
Component c = MenuManager.SharedInstance;
// ...
}
}
GameObject main;
public static MainComponentManger SharedInstance {
get {
if (instance == null) {
CreateInstance ();
}
return instance;
}
}
public static T AddMainComponent <T> () where T : UnityEngine.Component {
T t = SharedInstance.main.GetComponent<T> ();
if (t != null) {
return t;
}
return SharedInstance.main.AddComponent <T> ();
}
Now other singletons that want to register as Main component just look like:
public class AudioManager : MonoBehaviour {
private static AudioManager instance = null;
public static AudioManager SharedInstance {
get {
if (instance == null) {
instance = MainComponentManger.AddMainComponent<AudioManager> ();
}
return instance;
}
}
If this class is just for accessing global variables then you don't really need a singleton pattern for this, or use a GameObject.
Simply create a class with public static members.
public class Globals
{
public static int mStatic1 = 0;
public static float mStatic2 = 0.0f;
// ....etc
}
The other solutions are fine but overkill if all you need is global access to variables.
Engineers who are new to Unity often don't notice that
you can't have a "singleton" in an ECS system.
It is meaningless.
All you have in Unity is GameObjects, at, XYZ positions. They can have components attached.
It would be like trying to have "a singleton" or "inheritance" in .... Photoshop or Microsoft Word.
Photoshop file - pixels at XY positions
Text editor file - letters at X positions
Unity file - GameObjects at XYZ positions
It is "just that simple".
So, in a game you will have "general" behaviors where there is only "one" of the thing. (So obviously there is only "one sound effects engine" , "one screen", "one scoring system" and so on.) A normal programmer would think of those as "singletons", but Unity just has nothing to do with singletons and no connection to singletons.
So if you have "a tank" or "a tree" of course it's normal you may have dozens of those things. But "the sound effects engine" or "the networking system" are "general, only-one-of-them" systems.
Hence, trivially, in Unity "the sound effects engine" or "the networking system" very simply sits on a game object, and, you (obviously) just have the one of them.
Those "general, only-one-of-them" items just sit on the preload scene.
You absolutely have to have a preload scene anyway, in every Unity project.
(Simple how-to: https://stackoverflow.com/a/35891919/294884 )
In the future Unity will include a "built-in preload scene" - when that day comes this will finally never be discussed again!
(Note - some of the languages you use to compile Components for Unity of course have OO concepts; but Unity itself has no connection to OO at all. Unity is like photoshop. You have "game objects" each at a certain 3D position.)
(Note - in the early days of Unity you'd see attempts at making code, say c#, which creates a game object on the fly, attempts to keep the game object unique, and "attaches itself" to the game object as a component. Apart from being completely bizarre/pointless, just FWIW it's theoretically not possible to ensure uniqueness (actually not even within a single frame). Again, it's moot because in Unity general behaviors just go on the preload scene.)
I wrote a singleton class that makes easy to create singleton objects. Its is a MonoBehaviour script, so you can use the Coroutines. Its based on this Unity Wiki article, and I will add option to create it from Prefab later.
So you don't need to write the Singleton codes. Just download this Singleton.cs Base Class, add it to your project, and create your singleton extending it:
public class MySingleton : Singleton<MySingleton> {
protected MySingleton () {} // Protect the constructor!
public string globalVar;
void Awake () {
Debug.Log("Awoke Singleton Instance: " + gameObject.GetInstanceID());
}
}
Now your MySingleton class is a singleton, and you can call it by Instance:
MySingleton.Instance.globalVar = "A";
Debug.Log ("globalVar: " + MySingleton.Instance.globalVar);
Here is a complete tutorial: http://www.bivis.com.br/2016/05/04/unity-reusable-singleton-tutorial/
This is the setup I have created.
First create this script:
MonoBehaviourUtility.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
static public class MonoBehaviourUtility
{
static public T GetManager<T>( ref T manager ) where T : MonoBehaviour
{
if (manager == null)
{
manager = (T)GameObject.FindObjectOfType( typeof( T ) );
if (manager == null)
{
GameObject gameObject = new GameObject( typeof( T ).ToString() );
manager = (T)gameObject.AddComponent( typeof( T ) );
}
}
return manager;
}
}
Then in any class you want to be a singleton do this:
public class ExampleManager : MonoBehaviour
{
static public ExampleManager sharedManager
{
get
{
return MonoBehaviourUtility.GetManager<ExampleManager>( ref _sharedManager );
}
}
static private ExampleManager _sharedManager;
}
One way to do it is to make a scene just to initialize your game manager like this:
public class GameManager : MonoBehaviour {
static GameManager instance;
//other codes
void Awake() {
DontDestroyOnLoad(transform.gameObject);
instance = this;
}
//other codes
}
That's it, that's all you need to do. And then immediately after initializing the game manager, load the next scene and never come back to this scene again.
Have a look at this tutorial:
https://youtu.be/64uOVmQ5R1k?list=WL
Edit:
Changed GameManager static instance; to static GameManager instance;
Instead of creating one singleton for each class. I would suggest you to create a generic class for singleton. i use to follow this method which make my life very easy.
For More detail visit here
Or
Create Unity C# class in unity and use following code
/// <summary>
/// Inherit from this base class to create a singleton.
/// e.g. public class MyClassName : Singleton<MyClassName> {}
/// </summary>
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
// Check to see if we're about to be destroyed.
private static bool m_ShuttingDown = false;
private static object m_Lock = new object();
private static T m_Instance;
/// <summary>
/// Access singleton instance through this propriety.
/// </summary>
public static T Instance
{
get
{
if (m_ShuttingDown)
{
Debug.LogWarning("[Singleton] Instance '" + typeof(T) +
"' already destroyed. Returning null.");
return null;
}
lock (m_Lock)
{
if (m_Instance == null)
{
// Search for existing instance.
m_Instance = (T)FindObjectOfType(typeof(T));
// Create new instance if one doesn't already exist.
if (m_Instance == null)
{
// Need to create a new GameObject to attach the singleton to.
var singletonObject = new GameObject();
m_Instance = singletonObject.AddComponent<T>();
singletonObject.name = typeof(T).ToString() + " (Singleton)";
// Make instance persistent.
DontDestroyOnLoad(singletonObject);
}
}
return m_Instance;
}
}
}
private void OnApplicationQuit()
{
m_ShuttingDown = true;
}
private void OnDestroy()
{
m_ShuttingDown = true;
}
}
Here is a simple code taken from Unity Tutorial. for better understanding open the link
using System.Collections.Generic; //Allows us to use Lists.
public class GameManager : MonoBehaviour
{
public static GameManager instance = null; //Static instance of GameManager which allows it to be accessed by any other script.
private BoardManager boardScript; //Store a reference to our BoardManager which will set up the level.
private int level = 3; //Current level number, expressed in game as "Day 1".
//Awake is always called before any Start functions
void Awake()
{
//Check if instance already exists
if (instance == null)
//if not, set instance to this
instance = this;
//If instance already exists and it's not this:
else if (instance != this)
//Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
Destroy(gameObject);
//Sets this to not be destroyed when reloading scene
DontDestroyOnLoad(gameObject);
//Get a component reference to the attached BoardManager script
boardScript = GetComponent<BoardManager>();
//Call the InitGame function to initialize the first level
InitGame();
}
//Initializes the game for each level.
void InitGame()
{
//Call the SetupScene function of the BoardManager script, pass it current level number.
boardScript.SetupScene(level);
}
//Update is called every frame.
void Update()
{
}
using UnityEngine;
public class Singleton<T> : MonoBehaviour where T : Singleton<T>
{
public static T instance { get; private set; }
protected virtual void Awake() {
if (instance == null)
{
instance = (T)this;
DontDestroyOnLoad(gameObject);
OnInit();
}
else if (instance != this)
{
Destroy(gameObject);
}
}
protected virtual void OnInit()
{
}
}
GameManage :
class GameManager : Singleton<GameManager> {
}

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