Passing parameters C # script between scenes.

Hi, I have a game controlled by traffic. I created one empty object and gave him NIuserTracker, NIControler, NIRadar, NIDepthViewer. Then the object that is controlled by a script NISingleControler added. (I gave the example scripts calibration and control over your entire body, but I converted it needs only one point on the body and controlled by only one object, say a cube). Since I have two games that I would like to control the body, it also made two more scenes. And now it is Gra1 first scene, the second scene is Gra2, the third stage is the selection menu. And now it is loaded at the beginning of the selection menu, in which the user would like to do the calibration. And how will select the appropriate button (say Gra1) it starts Gra1 scene, and I would like to kalibacja passed by the menu, which you do not need to be calibrated for the second time. How to do this? I wanted to pass the object (which is calibrated to the user) to an object in the scene bucket bucket of the game, but I do not know exactly how to do it.

Your question/story/explanation is a little blurry.

Create a class/script that will eventually hold your parameters, here is an example on the wiki.

Then don’t destory the object between scenes, DontDestroyOnLoad scripting reference.

Ok, maybe not clearly written post :slight_smile: I do not know English very well: (
I mean he needs to do the calibration menu user xtion pro live asus (openni and PrimeSense). And as I have to calibrate it CalibratedUser property. I Will not this property to pass to the next stage. I just want every user to calibrate the menu, and not every time you load the scene.