Here I came up with this.I achieved what you wanted with the using PlayerPrefs
I created a InputField and attached a script to it called Save and then I called SaveText() from that script after On End Event in inspector
Save.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Save : MonoBehaviour
{
InputField userNameField;
void Start()
{
userNameField = GetComponent<InputField>();
}
public void SaveText()
{
PlayerPrefs.SetString("userName", userNameField.text);
Debug.Log(userNameField.text);
}
public void MoveScene(string sceneToLoad)
{
SceneManager.LoadScene(sceneToLoad);
}
}
and in next Scene I attached the script called Load.cs to a text gameobject and in Start() I got information of that String that saved previously
Load.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Load : MonoBehaviour
{
Text userNameText;
void Start()
{
userNameText = GetComponent<Text>();
userNameText.text = PlayerPrefs.GetString("userName");
}
}
Note : I don't know how efficient this is, But it does the work