Unity Not Remembering Scene Registration

Not that I know anything about this, but I have just been delivered the latest version of my game scripts.
This includes spawning, using inventory objects and saving over multiple scenes.
My scripter has created a custom scene registration option that has to be reset for all the scenes each time Unity is launched or there is a change in a scene because he says Unity doesn’t remember the registration. Does this make sense to anyone and can this continued need to reset the scene registration be addressed in such a way that this can be bypassed?
Any information I receive here I will pass along to him.

Thanks,
Don

Do you mean registration as in authenticating the user of the software? Unless there is some special licensing agreement between your scripter and UT, there is no registration per scene. There may well be some kind of problem with his installation of Unity. Perhaps you could get him to post to the forum or e-mail support@unity3d.com about this?

No, it’s something to do with a registration in each of the scenes because they are using and saving over multiple scenes.

Here’s what he said about it:

“The registration is about writing some data in the registered scene into the RepositoryPrefab object, so it can be seen from other scenes.”

and:

“I don’t think there’s much point in you posting about this on the forum at this point. I asked around on the IRC channel about this, and it simply seems Unity loses the data. It’s not exactly the most common way to use prefabs…”

I think he actually should post as the terminology very non standard, making it hard to impossible to even understand the issue at all.

Whats a registered scene for example?
There are scenes and there is the current scene, but thats it, there is no other kind of special scene.

My guess is that he tries to have a game object that exists in various scenes and stores / transports data and wants to missuse a prefab for that.
If thats the case then please inform him that he seems to have totally missunderstood what a prefab is (a prefab is a blueprint for something to be instantiated in the game. it can only be altered in the editor through altering an instance and use apply to prefab from the menu. its read only outside of that).

What he is looking for is likely either an empty game object and a script with DontDestroyOnLoad in awake which is generated in the first / main menu scene or alternatively he can use the PlayerPrefs

Here’s what he said about that:
“Well, point 1 is what I’m doing, and it does work other than when you open Unity.”
Sorry, can’t really bridge the conversion, he said he would post here at some point. We’re busy troubleshooting some other issues.

Hello. I’m the programmer Don is talking about.

It’s true that I’ve been trying to use the prefabs in a somewhat unorthodox fashion to store data (I do know what it’s intended purpose is), because the other options you’ve mentioned weren’t quite good enough for our situation. It may well have been a mistake.

Basically, we needed a way to have scenes know about data defined in other scenes without having to specify everything in a DontDestroyOnLoad object in a start scene. For example, an item that is picked up in Scene A, that has an image specified to show in an inventory in any scene. I could have centrally defined all items in the game in a DontDestroyOnLoad object in the start scene, but I wanted to make things more straightforward to Don…

I also considered writing something on disk for every scene, but I couldn’t figure out how to write references to textures etc…

So I wrote an editor script that writes certain key data into a prefab called “RepositoryPrefab”. It’s then linked from the Start Scene and accessed from a DontDestroyOnLoad object. It works, except it doesn’t seem quite as reliable as I’d like, and the data vanishes whenever I reopen Unity. (Works fine in a standalone, though.)

Likely your editor scripts generates a new file when it starts instead of reading the old one.

I’m sorry, I didn’t understand. A new what file? The prefab file I store information into (that doesn’t make sense, there’s only one of those files)?

Something in your editor script overwrites the data present or resets the whole prefab (either that or its never written correctly)

Without seeing what your script does in detail you will have to find out yourself why it does it.