So right now I have an inventory script that is accessed through on a pop-up on the UI in most scenes. I am trying to use a basic DontDestroyOnLoad script that’s called in Awake() but it just takes the first instance from my map scene and duplicates it. And since I have a Map scene that has an empty inventory to start the game, that doesn’t work very well.
What is the best way to keep the current version of a gameObject, unless I’ve encountered a specific scene, in which case it overwrites and uses that one moving forward (and then continues to do that each time a certain type of scene is loaded thereafter)?
What would happen is, at the end of a scene you would get an item reward, and then that item would persist in my inventory through to the next scene, and if I found another item and picked it up, it would continue to add to it. It’s possible I’m doing this inefficiently to begin with, but I don’t want to use PlayerPrefs for this, and since I’m only saving data between scenes in a current session, I thought utilizing DontDestroy would be the simplest avenue.