• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by Doctor-Nitros · Dec 11, 2015 at 01:58 PM · prefabspawncarload level

Load level depending on celected data

Hello!

I've got 2 scripts for selecting cars and spawning them in my game and I want to modify it. It works like this: Every car in the game has 2 prefabs (Unactive car without physics,Active car with physics and stuff) After choosing a car from array it loads level with the Active car that was matched to the Unactive car in the selection script

I want this script to have an option for level selection to(Like you can select track where the car will be spawned)

Here are my scripts so far

Selection script

 using UnityEngine;
 using System.Collections;
 
 public class CarSelector : MonoBehaviour {
 
     public GameObject[] carPrefabsGarage = new GameObject[2];        //car prefabs for garage
     public GameObject[] carPrefabsTrack = new GameObject[2];        //car prefabs for track
     public int carID = 0;                                            //number of selected car
     public GameObject carPoint;                                      //place where the car spawns in garage
     public GameObject currentCar;                                    //selected car. currently selected car.needed to spawn new on it's place
     public GameObject spawnPoint;                                      //place where car spawns on the map 
 
     void Awake()  {
         DontDestroyOnLoad(this.gameObject);
         if(GameObject.FindGameObjectsWithTag("ScriptPoint").Length > 1)  {
             Destroy(this.gameObject);
         }
     }
 
     void PrevCar()  {            //function activates when pressing "previous car"
         carID--;
         if(carID < 0)  {
             carID = carPrefabsGarage.Length - 1;
         }
         Destroy(currentCar.gameObject);            //deleting standing car
         currentCar = (GameObject)Instantiate(carPrefabsGarage[carID], carPoint.transform.position, carPoint.transform.rotation);        //spawn selected car
     }
     
     void NextCar()  {            //function activated when pressing "next car"
         carID++;
         if(carID > carPrefabsGarage.Length - 1)  {
             carID = 0;
         }
         Destroy(currentCar.gameObject);            //deleting standing car
         currentCar = (GameObject)Instantiate(carPrefabsGarage[carID], carPoint.transform.position, carPoint.transform.rotation);        //spawn selected car
     }
     
     void ToTrack()  {
         Application.LoadLevel("track");        //load track
     }
     
     public void SpawnCar()  {
             Instantiate(carPrefabsTrack[carID], spawnPoint.transform.position, spawnPoint.transform.rotation);        //spawn car prefab with physics
     }
 
     void OnGUI()  {
         if(Application.loadedLevelName.Equals("garage"))  {
             if(GUI.Button(new Rect((Screen.width - 200)/2, Screen.height - 100, 90, 50), "prev."))  {
                 PrevCar();
             }
             if(GUI.Button(new Rect((Screen.width + 200)/2, Screen.height - 100, 90, 50), "След."))  {
                 NextCar();
             }
             if(GUI.Button(new Rect(Screen.width/2, Screen.height - 100, 90, 50), "go to track"))  {
                 ToTrack();
             }
             GUI.Box(new Rect(Screen.width/2, Screen.height - 200, 200, 50), "selected car "+(carID+1)+" from "+carPrefabsGarage.Length+"");
         }
         if(Application.loadedLevelName.Equals("track"))  {
             if(GUI.Button(new Rect(10, 10, 100, 50), "to garage"))  {
                 Application.LoadLevel("garage");
                 Destroy(this.gameObject);
             }
         }
     }
 }
 

Spawn script

 using UnityEngine;
 using System.Collections;
 
 public class CarSpawner : MonoBehaviour {
 
     void Start () {
         CarSelector scriptPoint = GameObject.FindWithTag("ScriptPoint").GetComponent<CarSelector>();
         scriptPoint.spawnPoint = GameObject.Find("SpawnPoint");
         scriptPoint.SpawnCar();                //spawn selected car from CarSelector.cs when loading track
     }
 }
 

How can it be modified?

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How to Spawn a Prefab over an Array of Transforms, One Prefab at a Time? 1 Answer

Enemy not spawning correctly 1 Answer

How to randomly spawn object without spawning the previous object in a row? 0 Answers

add spawned GameObjects in an array C# 1 Answer

Objects not spawning when I play the game on a Phone 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges