Data transmission between the unity scene: Methods and considerations
Unity provides multiple methods to pass data between scene switching. The method to choose depends on the type of data and its expected use.
Use static variables
If the data is the basic type (int, string, etc.) or not inherited from the custom type of Monobehaviour, the statement as a static can ensure that it exists between scenes.
Example:
Use Dontdestroyonload
<code>public static int score;</code>
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For GameObject or components inherited from Monobehaviour, using Dontdestroyonload can prevent them from being destroyed during the scene switching.
Example:
Local data storage
<code>void Awake()
{
DontDestroyOnLoad(gameObject);
}</code>
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PlayerPrefs and file -based storage (XML, JSON, binary) provide options for persistent data outside the scene boundary.
Playerprefs: It is suitable for a small amount of data (for example, high scores, settings).
Example:
File -based storage:
It is suitable for a large amount of data or complex data structures.
Example: Use the custom data class PlayerData: <code>void OnDisable()
{
PlayerPrefs.SetInt("playerScore", playerScore);
}</code>
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Suggestion
For simple data that does not need to be switched in the scene, use static variables.
For GameObject or components that represent the lasting entity, use Dontdestroyonload. <code>void SaveData()
{
using (BinaryWriter writer = new BinaryWriter(File.OpenWrite("playerData.bin")))
{
writer.Write(playerData.score);
// ... 保存其他数据
}
}</code>
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For a small amount of local storage, use PlayerPrefs.
For a large or complicated data that needs to exist after the game is restarted, use file -based storage. -
- Consider the trade -offs and limitations of each method to select the most suitable solution for your specific data sharing needs.
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