Health Script 'DontDestroyOnLoad'

Hi,

I am several weeks into my first Game Design Project for School, I have a Health Script that works fine but the currentHealth resets with each new Scene. I have been trying to save the currentHealth by using the DontDestroyOnLoad method but have been unable to get it to run.

How do I modify the following code to keep the currentHealth until the character needs to respawn?

Many thanks.

using UnityEngine;
public class Health : MonoBehaviour
{
[SerializeField] private float startingHealth;
public float currentHealth { get; private set; }
private Animator anim;
private bool dead;
private void Awake()
{
currentHealth = startingHealth;
anim = GetComponent();
}
public void TakeDamage(float _damage) //Player takes damage
{
currentHealth = Mathf.Clamp(currentHealth - _damage, 0, startingHealth); //Player Health is current health minus damage
if (currentHealth > 0) //if player health is greater than zero
{
anim.SetTrigger(“hurt”); //if player takes damage and is still alive play hurt animation

}
else
{
if (!dead) //if not dead
{
anim.SetTrigger(“die”); //if health is zero than play death animation
GetComponent().enabled = false; //Player cannot move if dead
dead = true; // player cannot die twice
}
}
}
public void AddHealth(float _value)
{
currentHealth = Mathf.Clamp(currentHealth + _value, 0, startingHealth); //Player may gain Health current Health plus health bonus
}
public void Respawn() // if player respawns health is reset to starting health, reset animation to idle
{
dead = false;
AddHealth(startingHealth);
anim.ResetTrigger(“die”);
anim.Play(“Idle”);
GetComponent().enabled = true;
}

}

Use code tags. It helps us help you.
I don’t see a DontDestroyOnLoad in your posted script.

But, what you want is a singleton type setting most likely. If your player is set to not be destroyed and it has a reference to this health component, you might have a script that is already a singleton, so you have things already setup. If not, this would probably be the way to go.

You also haven’t really mentioned what errors you are running into, what isn’t working, etc.

Just use playerPrefs to save the health across the scenes, or as Brathnann said your not calling DontDestroyOnLoad, try calling that in your awake function

I seem to recall already showing you the basic debugging steps here:

https://discussions.unity.com/t/891385/4

Debugging hasn’t changed and still must be done in order to figure out the problem.

If you missed them, I’ll put them in here, because obviously first you must get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.