How To Get A Field,Type,Value of a variable on another script

So basicly i know the basic method of
GameObject obj = Instantiate((GameObject)this.GetType().GetField(carName + “Prefab”).GetValue(this));

but i need to acces a variable form another script the same way like :

string y = (string)this.GetType().GetField(“data.obj” + x + “_name”).GetValue(this);

how can i do this, i can techicnly create the same variable on the script than access it but it would be pretty boring to do and i think there is a better way for it

Referencing variables, fields, methods (anything non-static) in other script instances:

REMEMBER: it isn’t always the best idea for everything to access everything else all over the place. For instance, it is BAD for the player to reach into an enemy and reduce his health.

Instead there should be a function you call on the enemy to reduce his health. All the same rules apply for the above steps: the function must be public AND you need a reference to the class instance.

That way the enemy (and only the enemy) has code to reduce his health and simultaneously do anything else, such as kill him or make him reel from the impact, and all that code is centralized in one place.

that didnt really help still thanks alot tho. So since i am getting back some saved data i must access it from there as far as i know, so i cant really referance it like that because there are 22 of the same variables just with the number increasing,

i am pretty sure this is not the most effective way but this is how i tried to load up data from savemanagar

Judging effectiveness is not a thing. If the code works, the code works. Otherwise fix it.

Photographs of code are also not a thing.

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

Otherwise, here is how to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, log output, variable values, and especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

If you need guidance on loading / saving, here’s some great starting points:

Load/Save steps:

https://discussions.unity.com/t/799896/4

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

https://discussions.unity.com/t/870022/6

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

https://discussions.unity.com/t/892140/8

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:

https://gist.github.com/kurtdekker/7db0500da01c3eb2a7ac8040198ce7f6

Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.

https://docs.microsoft.com/en-us/dotnet/standard/serialization/binaryformatter-security-guide

It looks like you should just encapsulate your data in a plain C# class and serialise/deserialise it for your save data, rather than using player prefs (which should not be used for save data).