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Question by Bananenwaffel123 · Jun 18, 2015 at 06:43 PM · levelloadcollectible-game-objects

Keeping objects destroyed during runtime of the game

Hello! I'm developing a game right now with diffrent scenes. The player starts in the Hub and changes to diffrent levels and always back to hub. I want the player to collect objects and keep them in the inventory. Im using this script:

 void OnTriggerEnter(Collider col) {
     InventoryHolder holder = col.GetComponent<InventoryHolder> ();
         if (holder != null)
     {
         ItemStack addItemStack = new ItemStack(item, amount);
         addItemStack = holder.AddStack(addItemStack);

         if (addItemStack == null)
             Destroy (this.gameObject);
         else {
             amount = addItemStack.itemCount;
         }
     }
 }

}

But if the Player enters another scene the inventory is empty again and when I return to the first scene all the objects are there again an could be collected a second time. How could I prevent this? I want the objects to be destroyed during the whole runtime of the game. Many thanks in advance!!

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Answer by Cherno · Jun 22, 2015 at 06:16 PM

You can start with looking into using PlayerPrefs for storing simple values. For saving more detailed data, you need to delve into Serialization / Deserialization.

http://answers.unity3d.com/questions/967840/saving-your-scene-and-location-in-game.html#answer-967855

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