How do you guys store data between Unity scenes? PlayerPrefs is light and a pain, and Protobuf was too heavy and a pain. XML is also a pain.
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Replying to @benedictfritz
@benedictfritz Just between scenes? DontDestroyOnLoad()?1 reply 0 retweets 0 likes -
Replying to @RileyLabrecque
@RileyLabrecque Hm good point I guess that's an option I hadn't considered1 reply 0 retweets 0 likes -
Replying to @benedictfritz
@RileyLabrecque I used DontDestroyOnLoad a bunch very poorly when first using Unity and was like "never doing that again" hahaha2 replies 0 retweets 0 likes -
Replying to @benedictfritz
@benedictfritz@RileyLabrecque@david_laskey DontDestroyOnLoad works for us /w a codified, generic Singleton class. Enforces singleton-ness.1 reply 0 retweets 3 likes -
Replying to @trinketben
@trinketben@RileyLabrecque@david_laskey I think something like this might be what I'm looking for.1 reply 0 retweets 0 likes -
Replying to @benedictfritz
@benedictfritz@trinketben@RileyLabrecque yeah we use that for our Managers object in tpulse where we need data from menus to game, etc.1 reply 0 retweets 0 likes
@david_laskey @trinketben @RileyLabrecque Thanks dudes. I need to forgive my past self for sins committed with DontDestroyOnLoad.
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Replying to @benedictfritz
@benedictfritz@david_laskey@trinketben Yeah, I mean it is kind of the Unity way of doing this. The PlayerPrefs hack is cute though ;)0 replies 0 retweets 0 likesThanks. Twitter will use this to make your timeline better. UndoUndo
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