Instantiate Object Only once on game start Unity 3D












0















I have a game with several levels, each level has 6 scenes, the game start directly without any menu scene, and when the player open the game he can continue from the last scene that he already reached.



I want to instantiate some elements only on game opening (like Best score, Tap to play etc...), I mean that they should be instantiated only once on the start of the game (on the level he reached).



I tried this code in GameManager but it instantiate the elements in every scene:



public GameObject PlayButton;

bool GameHasEnded = false;
public float RestartDelay = 2f;
public float NextLevelDelay = 5f;

public int level_index;
private static bool loaded = false;


private void Start()
{
if (!loaded)
{
loaded = true;
level_index = PlayerPrefs.GetInt("Last_Level");
SceneManager.LoadScene(level_index);
}

GameObject canvas = GameObject.Find("Canvas");
GameObject play = Instantiate(PlayButton, canvas.transform.position, Quaternion.identity);
play.transform.SetParent(canvas.transform, false);
}

public void CompleteLevel()
{
Invoke("NextLevel", NextLevelDelay);
}

public void EndGame()
{
if (GameHasEnded == false)
{
GameHasEnded = true;
Invoke("Restart", RestartDelay);
}
}

void NextLevel()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1);
level_index = SceneManager.GetActiveScene().buildIndex + 1;
PlayerPrefs.SetInt("Last_Level", level_index);
PlayerPrefs.Save();
}

void Restart()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().path);
}









share|improve this question





























    0















    I have a game with several levels, each level has 6 scenes, the game start directly without any menu scene, and when the player open the game he can continue from the last scene that he already reached.



    I want to instantiate some elements only on game opening (like Best score, Tap to play etc...), I mean that they should be instantiated only once on the start of the game (on the level he reached).



    I tried this code in GameManager but it instantiate the elements in every scene:



    public GameObject PlayButton;

    bool GameHasEnded = false;
    public float RestartDelay = 2f;
    public float NextLevelDelay = 5f;

    public int level_index;
    private static bool loaded = false;


    private void Start()
    {
    if (!loaded)
    {
    loaded = true;
    level_index = PlayerPrefs.GetInt("Last_Level");
    SceneManager.LoadScene(level_index);
    }

    GameObject canvas = GameObject.Find("Canvas");
    GameObject play = Instantiate(PlayButton, canvas.transform.position, Quaternion.identity);
    play.transform.SetParent(canvas.transform, false);
    }

    public void CompleteLevel()
    {
    Invoke("NextLevel", NextLevelDelay);
    }

    public void EndGame()
    {
    if (GameHasEnded == false)
    {
    GameHasEnded = true;
    Invoke("Restart", RestartDelay);
    }
    }

    void NextLevel()
    {
    SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1);
    level_index = SceneManager.GetActiveScene().buildIndex + 1;
    PlayerPrefs.SetInt("Last_Level", level_index);
    PlayerPrefs.Save();
    }

    void Restart()
    {
    SceneManager.LoadScene(SceneManager.GetActiveScene().path);
    }









    share|improve this question



























      0












      0








      0








      I have a game with several levels, each level has 6 scenes, the game start directly without any menu scene, and when the player open the game he can continue from the last scene that he already reached.



      I want to instantiate some elements only on game opening (like Best score, Tap to play etc...), I mean that they should be instantiated only once on the start of the game (on the level he reached).



      I tried this code in GameManager but it instantiate the elements in every scene:



      public GameObject PlayButton;

      bool GameHasEnded = false;
      public float RestartDelay = 2f;
      public float NextLevelDelay = 5f;

      public int level_index;
      private static bool loaded = false;


      private void Start()
      {
      if (!loaded)
      {
      loaded = true;
      level_index = PlayerPrefs.GetInt("Last_Level");
      SceneManager.LoadScene(level_index);
      }

      GameObject canvas = GameObject.Find("Canvas");
      GameObject play = Instantiate(PlayButton, canvas.transform.position, Quaternion.identity);
      play.transform.SetParent(canvas.transform, false);
      }

      public void CompleteLevel()
      {
      Invoke("NextLevel", NextLevelDelay);
      }

      public void EndGame()
      {
      if (GameHasEnded == false)
      {
      GameHasEnded = true;
      Invoke("Restart", RestartDelay);
      }
      }

      void NextLevel()
      {
      SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1);
      level_index = SceneManager.GetActiveScene().buildIndex + 1;
      PlayerPrefs.SetInt("Last_Level", level_index);
      PlayerPrefs.Save();
      }

      void Restart()
      {
      SceneManager.LoadScene(SceneManager.GetActiveScene().path);
      }









      share|improve this question
















      I have a game with several levels, each level has 6 scenes, the game start directly without any menu scene, and when the player open the game he can continue from the last scene that he already reached.



      I want to instantiate some elements only on game opening (like Best score, Tap to play etc...), I mean that they should be instantiated only once on the start of the game (on the level he reached).



      I tried this code in GameManager but it instantiate the elements in every scene:



      public GameObject PlayButton;

      bool GameHasEnded = false;
      public float RestartDelay = 2f;
      public float NextLevelDelay = 5f;

      public int level_index;
      private static bool loaded = false;


      private void Start()
      {
      if (!loaded)
      {
      loaded = true;
      level_index = PlayerPrefs.GetInt("Last_Level");
      SceneManager.LoadScene(level_index);
      }

      GameObject canvas = GameObject.Find("Canvas");
      GameObject play = Instantiate(PlayButton, canvas.transform.position, Quaternion.identity);
      play.transform.SetParent(canvas.transform, false);
      }

      public void CompleteLevel()
      {
      Invoke("NextLevel", NextLevelDelay);
      }

      public void EndGame()
      {
      if (GameHasEnded == false)
      {
      GameHasEnded = true;
      Invoke("Restart", RestartDelay);
      }
      }

      void NextLevel()
      {
      SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex +1);
      level_index = SceneManager.GetActiveScene().buildIndex + 1;
      PlayerPrefs.SetInt("Last_Level", level_index);
      PlayerPrefs.Save();
      }

      void Restart()
      {
      SceneManager.LoadScene(SceneManager.GetActiveScene().path);
      }






      c# unity3d






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      share|improve this question




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      edited Jan 1 at 17:36









      derHugo

      8,13631434




      8,13631434










      asked Jan 1 at 16:20









      TaikTaik

      807




      807
























          1 Answer
          1






          active

          oldest

          votes


















          0














          You already have an if block there with the static flag loaded



          Since you there load another scene you need a similar second flag e.g.



          private static bool loadedPrefab = false;

          private void Start()
          {
          if (!loaded)
          {
          loaded = true;
          level_index = PlayerPrefs.GetInt("Last_Level");
          SceneManager.LoadScene(level_index);

          // Return because you don't want to execute the rest yet
          // but instead in the new loaded scene
          return;
          }

          // The same way skip if the prefab was already loaded before
          if(!loadedPrefab)
          {
          loadedPrefab = true;

          GameObject canvas = GameObject.Find("Canvas");
          GameObject play = Instantiate(PlayButton, canvas.transform.position, Quaternion.identity);
          play.transform.SetParent(canvas.transform, false);
          }
          }





          share|improve this answer


























          • It's not working, nothing was instantiated

            – Taik
            Jan 1 at 17:34











          • I updated my answer .. I overread that you are loading another scene there. You just need a second flag for the prefabs

            – derHugo
            Jan 1 at 17:44











          • Amazing! you saved my time! Thank you so much!

            – Taik
            Jan 1 at 17:51











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          1 Answer
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          1 Answer
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          oldest

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          active

          oldest

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          0














          You already have an if block there with the static flag loaded



          Since you there load another scene you need a similar second flag e.g.



          private static bool loadedPrefab = false;

          private void Start()
          {
          if (!loaded)
          {
          loaded = true;
          level_index = PlayerPrefs.GetInt("Last_Level");
          SceneManager.LoadScene(level_index);

          // Return because you don't want to execute the rest yet
          // but instead in the new loaded scene
          return;
          }

          // The same way skip if the prefab was already loaded before
          if(!loadedPrefab)
          {
          loadedPrefab = true;

          GameObject canvas = GameObject.Find("Canvas");
          GameObject play = Instantiate(PlayButton, canvas.transform.position, Quaternion.identity);
          play.transform.SetParent(canvas.transform, false);
          }
          }





          share|improve this answer


























          • It's not working, nothing was instantiated

            – Taik
            Jan 1 at 17:34











          • I updated my answer .. I overread that you are loading another scene there. You just need a second flag for the prefabs

            – derHugo
            Jan 1 at 17:44











          • Amazing! you saved my time! Thank you so much!

            – Taik
            Jan 1 at 17:51
















          0














          You already have an if block there with the static flag loaded



          Since you there load another scene you need a similar second flag e.g.



          private static bool loadedPrefab = false;

          private void Start()
          {
          if (!loaded)
          {
          loaded = true;
          level_index = PlayerPrefs.GetInt("Last_Level");
          SceneManager.LoadScene(level_index);

          // Return because you don't want to execute the rest yet
          // but instead in the new loaded scene
          return;
          }

          // The same way skip if the prefab was already loaded before
          if(!loadedPrefab)
          {
          loadedPrefab = true;

          GameObject canvas = GameObject.Find("Canvas");
          GameObject play = Instantiate(PlayButton, canvas.transform.position, Quaternion.identity);
          play.transform.SetParent(canvas.transform, false);
          }
          }





          share|improve this answer


























          • It's not working, nothing was instantiated

            – Taik
            Jan 1 at 17:34











          • I updated my answer .. I overread that you are loading another scene there. You just need a second flag for the prefabs

            – derHugo
            Jan 1 at 17:44











          • Amazing! you saved my time! Thank you so much!

            – Taik
            Jan 1 at 17:51














          0












          0








          0







          You already have an if block there with the static flag loaded



          Since you there load another scene you need a similar second flag e.g.



          private static bool loadedPrefab = false;

          private void Start()
          {
          if (!loaded)
          {
          loaded = true;
          level_index = PlayerPrefs.GetInt("Last_Level");
          SceneManager.LoadScene(level_index);

          // Return because you don't want to execute the rest yet
          // but instead in the new loaded scene
          return;
          }

          // The same way skip if the prefab was already loaded before
          if(!loadedPrefab)
          {
          loadedPrefab = true;

          GameObject canvas = GameObject.Find("Canvas");
          GameObject play = Instantiate(PlayButton, canvas.transform.position, Quaternion.identity);
          play.transform.SetParent(canvas.transform, false);
          }
          }





          share|improve this answer















          You already have an if block there with the static flag loaded



          Since you there load another scene you need a similar second flag e.g.



          private static bool loadedPrefab = false;

          private void Start()
          {
          if (!loaded)
          {
          loaded = true;
          level_index = PlayerPrefs.GetInt("Last_Level");
          SceneManager.LoadScene(level_index);

          // Return because you don't want to execute the rest yet
          // but instead in the new loaded scene
          return;
          }

          // The same way skip if the prefab was already loaded before
          if(!loadedPrefab)
          {
          loadedPrefab = true;

          GameObject canvas = GameObject.Find("Canvas");
          GameObject play = Instantiate(PlayButton, canvas.transform.position, Quaternion.identity);
          play.transform.SetParent(canvas.transform, false);
          }
          }






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Jan 1 at 17:41

























          answered Jan 1 at 17:29









          derHugoderHugo

          8,13631434




          8,13631434













          • It's not working, nothing was instantiated

            – Taik
            Jan 1 at 17:34











          • I updated my answer .. I overread that you are loading another scene there. You just need a second flag for the prefabs

            – derHugo
            Jan 1 at 17:44











          • Amazing! you saved my time! Thank you so much!

            – Taik
            Jan 1 at 17:51



















          • It's not working, nothing was instantiated

            – Taik
            Jan 1 at 17:34











          • I updated my answer .. I overread that you are loading another scene there. You just need a second flag for the prefabs

            – derHugo
            Jan 1 at 17:44











          • Amazing! you saved my time! Thank you so much!

            – Taik
            Jan 1 at 17:51

















          It's not working, nothing was instantiated

          – Taik
          Jan 1 at 17:34





          It's not working, nothing was instantiated

          – Taik
          Jan 1 at 17:34













          I updated my answer .. I overread that you are loading another scene there. You just need a second flag for the prefabs

          – derHugo
          Jan 1 at 17:44





          I updated my answer .. I overread that you are loading another scene there. You just need a second flag for the prefabs

          – derHugo
          Jan 1 at 17:44













          Amazing! you saved my time! Thank you so much!

          – Taik
          Jan 1 at 17:51





          Amazing! you saved my time! Thank you so much!

          – Taik
          Jan 1 at 17:51




















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