How To Pass Data (And References) Between Scenes In Unity – Passing data and references between scenes in Unity can be achieved using various methods depending on the complexity and type of data you need to transfer. Here are several common approaches:
1. Using PlayerPrefs
(for simple data)
If you have simple data like player preferences or small amounts of game state information, you can use PlayerPrefs
to store and retrieve data between scenes.
Example:
2. Using Static Variables or Singleton (for global access)
You can create a static class, static variables, or a singleton pattern to hold data that needs to persist across scenes.
Example (Static Variables):
Example (Singleton):
3. Using DontDestroyOnLoad
You can mark a GameObject as DontDestroyOnLoad
to persist it between scenes. This is useful for objects that manage data or need to persist beyond scene changes.
Example:
4. Using SceneManager
and SceneManagement
Events
Unity’s SceneManager
and SceneManagement
events allow you to pass data between scenes using custom events or parameters.
Example (using SceneManager.LoadScene
):
5. Using ScriptableObjects (for complex data)
ScriptableObjects are data containers that can be easily created and accessed in Unity. They are ideal for complex data structures or game settings that need to persist between scenes.
Example:
Notes:
- Choose the Right Method: Select the method based on the type and complexity of data you need to pass between scenes.
- Persistence: Ensure data persistence across scenes aligns with your game’s requirements and design.
- Performance: Consider performance implications, especially for large or frequently updated data.
By using these methods effectively, you can pass data and references between scenes in Unity to manage game state, player progress, settings, and other crucial information seamlessly.
You can also check Unity Forums.