Just wondering what the “usual” process is for storing data for building levels within one scene. Here’s what I mean. Say I’m making a game like Breakout(maybe a bit more complex) and I don’t really want to have multiple scenes for every level, rather I want to store info about how every level is constructed, like types of breaks, where the breaks are located, what items you get, etc. What’s a good way to store this information about every level and call them when needed? just through inspector using a master GameObject? Is there a process developers tend to use most of the time? Any info would be great, thanks.
Have a config file.
I’d probably use XML just because I like the ease of writing XML, and the fact that the System.Xml.Linq namespace contains classes that make parsing out the xml super easy.
Json is another common one.
As are custom formats.
Then yeah, have a GameObject with a script on it that does the building of the level. Make sure there’s a property on it to reference the config file.
Yes I agree with @lordofduct , best is to use XML files in this case (more information here: http://wiki.unity3d.com/index.php?title=Saving_and_Loading_Data:_XmlSerializer)
Although from time to time I like writing my own format for these kind of things.