How can I transfer a list of game objects between two scenes using GameManager?

Easiest:

  • make a holder GameObject()
  • mark it DontDestroyOnLoad
  • parent all of these want-to-be-kept objects to it
  • load your new scene

Voila they’re all present.

Move involved and more complicated: make a load / save system that persists enough information from scene to scene to allow rebuilding what you need.

Load/Save steps:

An excellent discussion of loading/saving in Unity3D by Xarbrough:

Loading/Saving ScriptableObjects by a proxy identifier such as name:

When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. The reason is they are hybrid C# and native engine objects, and when the JSON package calls new to make one, it cannot make the native engine portion of the object.

Instead you must first create the MonoBehaviour using AddComponent() on a GameObject instance, or use ScriptableObject.CreateInstance() to make your SO, then use the appropriate JSON “populate object” call to fill in its public fields.

If you want to use PlayerPrefs to save your game, it’s always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github: