By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Game Development Stack Exchange is a question and answer site for professional and independent game developers. It only takes a minute to sign up. I am developing my first 2D game in Unity and I have come across what seems an important question.

Someone mention using PlayerPrefswhile other people told me this should be used to store other things like screen brightness and so on. Someone told me that the best way was to make sure to write everything into a savegame everytime that I changed scenes, and to make sure that when the new scene loads, get the info from the savegame again. This seemed to me wasteful in performance.

Was I wrong? The other solution, which is the one I have implemented so far is to have a global game object that isn't destroyed between scenes, handling all the data between scenes.

So when the game starts, I load a Start Scene where this object is loaded. After this ends, it loads the first real game scene, usually a main menu.

While this has worked so far, it presents me with one big problem: If I want to load directly a scene, let's say for instance the final level of the game, I can't load it directly, since that scene does not contain this global game object. Am I handling this problem the wrong way? Are there better practices for this kind of challenge? I would love to hear your opinions, thoughts and suggestions on this issue. Listed in this answer are the fundamental ways of handling this situation.

unity change variable with slider

Although, most of these methods do not scale well to large projects. If you want something more scalable and are not afraid of getting your hands dirty, check out the answer by Lea Hayes about Dependency Injection frameworks.

You can create a static script to hold data only. Since it is static, you don't need to assign it to a GameObject. You can simply access your data like ScriptName.

If you need your script to be assigned to a GameObject or derive from MonoBehavior, then you can add DontDestroyOnLoad gameObject ; line to your class where it can be executed once Placing it in Awake is usally the way to go for this. This is a bit overkill for storing values between scenes.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I am pretty new to Unity and was wondering if you could answer this question. I know how i can get the value from the slider both via the script and through a function set in On Value Changed. However is it possible to send back a value to the slider and update the slider bar position in Unity?

unity change variable with slider

Find is very slow so it is best to avoid that whenever possible. You can then assign your slider gameobject to this variable in the Editor. Since the slider value is being set to half of the max value, your slider should be in the middle. If you can get the slider using GameObject. Find, you can set its normalizedValue property to update its position.

Note that GameObject. Find doesn't work on objects that aren't active in the scene, so you may have to grab it when the game starts and assign it to a variable which you can refer to later. Learn more. Asked 4 years, 6 months ago. Active 4 years, 6 months ago. Viewed 14k times. Silent Ace Silent Ace 1 1 gold badge 5 5 silver badges 15 15 bronze badges. Active Oldest Votes. Are you using the new Unity UI? Using UnityEngine.

Then in your Start or Update you can assign the value of the slider like this: mSlider. Govardhan Gosavi Govardhan Gosavi 88 5 5 bronze badges.Write powerful, clean and maintainable JavaScript.

This tutorial assumes basic knowledge of Unity Engine. You will also find a download of the completed project at the end of this article. Unity is a game engine with its own philosophy. And by unique, I mean how easy it is to understand it. Supposedly, then you tried building a second level; say your first level was the interior of the house, and then your second level is outside of the house.

The transition is using the door to load the next scene. You can edit the Scene using the graphical editor however you like. You can transition the scene using a single line of code that is triggered, perhaps, by the player touching the door, or using an object, etc.

Each scene is built in its initial state. Transitioning the scene to another one means the new scene will be loaded at its initial state naturally. There IS a way to preserve game objects through scene transitions, effectively building not a scene-wide object, but a game-wide object, which will keep our data. What this flow does is ensure that scene 1 will always initialize the player with the starting data.

This assumes you have placed the same Player object preferably a Prefabbed object into every scene. I am assuming that by this point, you do have two scenes, and an implementation for transitioning between them — refer to the starting project at the top of the article. First, go to your first scene, and create a new empty Game Object. Next, create a new C script preferably within a new folder — remember to keep things organized.

Give it a fitting name. Attach the new empty C script to the new Game Object, and open the Script in your editor of choice.

MonoDevelop, which comes with Unity, is good, but you can also use Visual Studio. The basic premise of the singleton design pattern is that there is one single public static instance of one class. This is a part of our solution to the problem of cross-scene persistence.

This is what will keep the gameObject this script is attached to alive and carry it over to the other scene. The rest of the Singleton concept ensures that if there is another copy of the object with this same script attached and there will be, you need to put this object into every scenethen the other object will be destroyed and this one original will be saved.

If you wish, you can test this now. Put the GameMaster or GlobalObject or whatever is carrying this script into every scene you have, and try to transition the scenes at run-time. You will notice there is only one such global object in the scene at any given time. These are saved somewhere within your Player object. We need to have the same variables within our GlobalObject as well, so add them to your code:.You are on the right track with the static variable.

Just remember that a static var is a class based var as oppose to an instance of the class. Because of this you would access it via the class name instead of the instance name Given you asked a another question regarding architecture, I will offer an alternative approach because generally global variables are a sign of bad architecture.

Reducing the scope of variables reduces the complexity of code. You could make the inventory internal to the Player and make it public, or better yet private and accessed via property. Any object which needs to access the player inventory should have access to the player. If they don't you could always take the quick way out and use GameObject. Find, although that relies on global state, it's an improvement over introducing additional global state to your game. I don't quite undersatnd what you mean.

Then in my other script I do a method call to return the object to the other script? Am I missing something here? Or is this Unity magic with global vars allowing me to do. Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.

Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Global data structure accessible by any script?

BCE unknown identifier error when accessing global variable. Is it possible to control the order of a static's initialization?

Login Create account. Ask a question. I have a question regading global variables. Such like in the "Player Class" He has a inventory. Add comment. Best Answer. When you say reference it through scriptname.

Also since name is a list. I don't quite understand scriptnam. Your answer. Hint: You can notify a user about this post by typing username. Welcome to Unity Answers The best place to ask and answer questions about development with Unity. If you are a moderator, see our Moderator Guidelines page. We are making improvements to UA, see the list of changes.

Follow this Question. Answers Answers and Comments No one has followed this question yet.Attributes in Unity allow you to add features like strings and menu items to objects. In this article, Lance Talbert shows you how to add attributes that can then be tested while in editing mode. There will be many times when you desire to make the Unity engine look and feel better to use. While you can certainly make your own extensions for your project, there are some simpler ways to get a better feeling editor.

That method comes from attributes, which allow you to perform tasks such as assigning a slider to float variable or create additional context menu items. Attributes are markers that can be applied to variables, functions, or even an entire class. All it takes to use them is knowing what attribute you want and placing it in square brackets.

Several attributes will be looked at here, providing examples of where you may wish to use them. The project accompanying this will be a simple one with the focus being placed on the attributes and what effects they have. First, variable attributes will be examined, implemented, and explained.

Then a quick look will be given to a function attribute, followed by class attributes. As a final note, rather than have a section dedicated to final touches and testing things out, this article will instead test out the attributes as they are implemented. This project will be named UnityAttributes. Select the location and set it as a 3D project. Once finished, go ahead and create the project as shown in Figure 2. A child object will also be created and assigned the first object as its parent.

Figure 3 shows how to create a Cube. The kind of objects these will be is up to you. The example below will make the parent object a cube and the child object a sphere as shown in Figure 4. The child object will need to be given a Y position value of 1 in the inspector. Go to the Assets window and right click. This script will be called Attributes. Once ready, double click this script which opens the Visual Studio project to begin seeing what attributes can do for you.

To begin, the Update function can be deleted as it will not be used for this project. From there, the first attribute that will be looked at is Header. All you need is to feed it a string that will then display in the Inspector window. This attribute is often used the same way you might comment your code. It can also help separate categories of variables. For instance, you may have a game that asks the player to make multiple choices throughout the game, which is split into multiple days.

Header would be a great way to distinguish which choices go with which in-game day. Add this code inside the class definition:. After saving the script, return to the editor, and then attach the script to the parent game object, you can see this header display in the component followed by the newly created Boolean as shown in Figure 6.

Note: it may take Unity a few seconds to update the component to show this. You may also need to select a different game object then select Cube again. Similar in function, the Tooltip attribute displays a message when hovering over the variable.

Like before, the only requirements are to assign it to a variable and give it a string. The string will be the message you wish for the tooltip to display shown in Figure 7.Thank you for helping us improve the quality of Unity Documentation.

Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. For some reason your suggested change could not be submitted.

Easily link slider to variable

And thank you for taking the time to help us improve the quality of Unity Documentation. The slider component is a Selectable that controls a fill, a handle, or both. The fill, when used, spans from the minimum value to the current value while the handle, when used, follow the current value. The anchors of the fill and handle RectTransforms are driven by the Slider.

The fill and handle can be direct children of the GameObject with the Slider, or intermediary RectTransforms can be placed in between for additional control.

When a change to the slider value occurs, a callback is sent to any registered listeners of Slider. Did you find this page useful?

How to show variables as Sliders in Inspector - Unity Tips

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unity change variable with slider

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1. A static script for holding data only

For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. Did you find this page useful?

Please give it a rating:. What kind of problem would you like to report? It might be a Known Issue. Please check with the Issue Tracker at. Thanks for letting us know! This page has been marked for review based on your feedback.

If you have time, you can provide more information to help us fix the problem faster. Provide more information. You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:. You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:.

You've told us there is information missing from this page. Please tell us more about what's missing:. You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:. You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:. You've told us there is a spelling or grammar error on this page.

Please tell us what's wrong:. You've told us this page has a problem. Please tell us more about what's wrong:. Is something described here not working as you expect it to? Please check with the Issue Tracker at issuetracker.