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HomeBackend DevelopmentC++How to Effectively Pass Data Between Scenes in Unity?

How to Effectively Pass Data Between Scenes in Unity?

Data transmission in the unity scene: Methods and skills

In Unity, the preservation and sharing data of cross -scenario is essential for maintaining the status and connection of the game. By default, when loading new scenes, all loaded scripts and game objects (including any data stored) will be destroyed.

<.> 1. Static variables

Keywords can be used to declare the long -lasting variables in cross -scenes. However, this method is only applicable to a class with basic data types (INT, Float, String) or not inherited from Monobehaviour and is not a game object.

Example:

static

<.> 2. Dontdestroyonload

Function can prevent specific game objects from being destroyed when the new scene is loaded. This allows you to maintain a long -lasting reference for data or functions between scenes.
public static int score;

Example:

<.> 3. Playerprefs DontDestroyOnLoad

PlayerPrefs is a convenient API provided by Unity, which is used to store simple data that still exists in memory after the scene changes. It is mainly used to preserve player preference settings or a small amount of game configuration data. Example:

DontDestroyOnLoad(gameObject);

<.> 4. Serialization

serialization refers to a format that converts the object to stored on the disk and re -created later. Unity provides interfaces to support custom serialization. For convenience, you can use a third -party library such as json.net or xmlserializer.

Example:

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