I'm new to working in unity and i don't quite understand how to transfer data between scenes. In my case it's the sprites for my inventory when the player picks up an item. here is the code for the items sprites etc.
public class Items : MonoBehaviour
{
public string ItemName;
public string ItemText;
public int itemInList;
public Sprite itemSprite;
public InventorySlot inventorySlot;
public ItemSprites itemSprites;
public Sprite blueberrySprite;
public Sprite cheesecakeSprite;
public Sprite whitebreadSprite;
public Sprite cookiesSprite;
public void Awake()
{
//DontDestroyOnLoad(this);
}
public void gettingID()
{
GameObject Go = new GameObject();
Go.AddComponent<InventorySlot>();
inventorySlot = Go.GetComponent<InventorySlot>();
inventorySlot.itemID = itemInList;
}
public void ItemList()
{
// Cheesecake
if(itemInList == 1)
{
ItemName = "Cheesecake";
ItemText = "A delishious Juicy Cheesecake";
itemSprite = cheesecakeSprite;
}
// White Bread
if (itemInList == 2)
{
ItemName = "White Bread";
ItemText = "a basic white loaf that smells amazing";
itemSprite = whitebreadSprite;
}
// Cookies
if (itemInList == 3)
{
ItemName = "Cookies";
ItemText = "just plain Chocolatechip cookies, still delishious though";
itemSprite = cookiesSprite;
}
// Blueberries
if (itemInList == 4)
{
ItemName = "Blueberries";
ItemText = "Big juicy yummy blueberries!";
itemSprite = blueberrySprite;
Debug.Log(ItemText);
}
}
it works just fine when I'm in the scene where the script exist but when I try to use it in my new scene the image will turn out white(blank). I guess that is because the gameobject is not set anymore in the new scene, but how do i transfer the set gameobject sprite to a new scene? I now that you can make stuff static but if I read correctly then it doesn't work on gameobjects. and Dontdestroyonload doen't seem to work either cus the script is not attached to a gameobject in the scene.