foliran
foliran

Reputation: 75

gameObject Transform in DontDestroyOnLoad

I use the following script to copy the transform of a gameObject.

public Transform alignment;

void Update()
{
    DontDestroyOnLoad(transform.gameObject);

    transform.position = new Vector3(alignment.position.x, alignment.position.y, alignment.position.z);
    float y = alignment.transform.localRotation.eulerAngles.y;
    float x = alignment.transform.localRotation.eulerAngles.x;
    float z = alignment.transform.localRotation.eulerAngles.z;
    transform.localEulerAngles = new Vector3(x, y, z);
}

I want to acces this transform in other scenes (apply it to gameObjects). How can I reach the transforms, that are in DontDestroyOnLoad?

Upvotes: 1

Views: 564

Answers (2)

captainCrazy
captainCrazy

Reputation: 132

You need to give alignment as parameter to the DontDestroyOnLoad method, not transform.gameObject.

DontDestroyOnLoad(alignment.gameObject);

Also, you don't need to call this method inside Update(). Just calling it once it enough. You can call it inside Start(), like this:

void Start()
{
    DontDestroyOnLoad(alignment.gameObject);
}

Now your alignment gameobject will still be accessible when you change scenes. If you want to access it from other gameobjects in the new scene, you might want to give it a tag or make it a singleton.

Upvotes: 1

Cornelis
Cornelis

Reputation: 1107

First of all, don't use DontDestroyOnLoad in your update function. Use it in your Start or Awake funciton.

Secondly you can access your Non-Destroyed object like you would any other object. Only differences between the two is that the Non-Destroyed stays in the scene when changing scenes.

Here are some ways to access it:

var obj = GameObject.Find("My Non Destroyed Object Name");

Or my personal favorite, if the object is used for scoring or settings I'll create a new gameobject and add the following script to it:

public class GameManager : MonoDevelop {

    /* These are all script on the same gameobject that is not being destroyed */
    public static Settings settings;
    public static PlayerMananger playerMananger;
    public static UIManager uiManager;
    
    
    void Start() {
        DontDestroyOnLoad(this.gameobject);
        
        // Get the components
        settings = GetComponent<Settings>();
        playerMananger = GetComponent<PlayerMananger>();
        uiManager = GetComponent<UIManager>();
    }   
}

Now I can create a script from anywhere and I can access all these Manager and setting files simply using:

var settings = GameManager.settings;

Upvotes: 1

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