I am working on temple run like game using this Kit. https://www.assetstore.unity3d.com/#/content/3292. I want to insert a room with two doors , when my player enters in the room it stops running and user can control with arrow keys , and when it leaves the room by back door it starts running again . what should i do when it collides with the door collides ? I am doing this by replacing the scenes. I am instantiating an empty Game-object prefab in GamePlayScene when player is colliding with that i am loading HouseScene and when it is colliding with back door (in HouseScene) i am loading GamePlayScene. but the game is starting from the beginning. how can I resume the game From where I left And keep the track of Distance covered and coins collected? And also for HouseScene . Remember the points i achieved in it. Thanks.
相关问题
- Unity - Get Random Color at Spawning
- Unity3D WebGL Headless not rendering
- Unity3D loading resources after build
- Load Image from Stream/StreamReader to Image OR Ra
- Unity3D - Build Failed because of “[Unity] ERROR:
相关文章
- Programmatically setting and saving the icon assoc
- Omnisharp in VS Code produces a lot of warnings ab
- Call non-static methods on custom Unity Android Pl
- How can a game created in Unity can run on an Andr
- How to add Persistent Listener to Button.onClick e
- Placing an object in front of the camera
- Connecting Unity3d Android application to ActiveMQ
- How to mimic HoloLens 2 hand tracking wIth Windows
You need to save the informations that you want to keep between your scenes. You have some possibilities about that:
1) Save your informations in a text file and retrieve those when you load a new scene (but this way is a bit "dirty" and not recommended...the next points of this list are better solutions);
2) Using PlayerPrefs. They provide getters and setters to retrieve/store data in/from the registry of your operative system.
3) Using an object (as a container) that contains all your "global" variables (the ones that you want to mantain between scenes' transition), and invoking the DontDestroyOnLoad function on it. That way, your "container" (with its data) will persist in the entire life cycle of the game.