Save & Load Add-On
  • Welcome to Save & Load Add-On for FPS Engine!
  • BEFORE WE START
    • Early Considerations
    • Add-On Compatibility
    • List of Tutorials
  • GETTING STARTED
    • 01. Basic Set-Up
    • 02. Roadmap
  • CONTENT
    • 03. Content
      • 03.1 DataPersistence
        • DataPersistence_SO
        • DataPersistenceManager
        • FileDataHandler
        • GameData
        • GameDataManager
      • 03.2 Editor
      • 03.3 Item Registry
        • ItemRegistry
        • ItemRegistryEditor
        • ItemRegistryAssetProcessor
      • 03.4 Main Menu
        • SaveSlot
        • SaveSlotsMenu
      • 03.5 Objects Save Data
        • CustomSaveData
      • 03.6 Serialization
        • SerializableVector3
        • SafeSerializationBinder
      • 03.7 Triggers
        • SaveTrigger
        • LoadTrigger
        • ToggleAutoSave
      • 03.8 Type Registry
        • TypeRegistry
        • TypeToPrefabMappingDrawer
      • 03.9 UI
        • SaveLoadButton
    • 04. Shared Content for Add-Ons
      • ToastManager
      • WorkLight
  • HOW TO USE & GUIDES
    • Save & Load Games Programmatically
    • Saving Custom Data: Simple Method
    • Saving Custom Data: Advanced Method
    • Loading Custom Data
    • Saving Instantiated Objects
    • Save & Load System during Development
    • Working with Save & Load in Cowsins Manager
    • Uninstalling the Add-On: Fixing Errors
    • Type to Prefab Mappings in Game Data Manager
    • How to add Buttons to Save & Load a game
    • Non-Saveable Scenes
    • Loading Scenes & Load Player Data
  • FAQ
    • FAQ
  • SUPPORT
    • Support
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  1. HOW TO USE & GUIDES

Loading Scenes & Load Player Data

When creating a game with multiple levels, it's important to carry over certain data, like the player's current level, weapons, health, and inventory, when moving between scenes. Simply loading a new scene won’t automatically transfer this data. Instead, you need to save the necessary information first, then load the new scene using SceneManager.

Here’s a simple example of how you can do that:

using UnityEngine;
using UnityEngine.SceneManagement;
using cowsins.SaveLoad;

// This script saves the game and then loads a new scene on TriggerEnter, which may
// be useful for Portals, for example.
public class LevelTransition : MonoBehaviour
{
    public string sceneToLoad;

    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            DataPersistenceManager.Instance.SaveGame();
            SceneManager.LoadScene(sceneToLoad);
        }
    }
}

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Last updated 21 days ago

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DataPersistenceManager
Save & Load Programmatically