I'm building a bowling game in which I am trying to save the number of pins fallen on every turn to a UI text box, taken as an array (public Text[] Count). I'm able to get the first score in the text box, but unable to save it while switching to other scenes.   There are two scenes; one has the ball, pins and alley, and the other scene has the score card, which is displayed in additive mode. The UI text is a child of the canvas. I've used DontDestroyOnLoad for the canvas, but it doesn't work at all. I'm actually trying to reuse these values to display the score in the series.  Below is the code  public GameObject rootCanvas;     public Text[] Count;     public static int counter=0;     public static int i;     public static int co = 0;       MovingBall ball = new MovingBall();      public void Start()     {         ball.countText = GameObject.FindWithTag("Counttext").GetComponent&lt;Text&gt;();           for (i=co;i&lt;=29;i++)         {             if (counter &lt; 1)                 {                     Count[i].text = ball.countText.text;                 }                 else if (counter == 1)                 {                     Count[i].text = ball.countText.text;                     Count[i+1].text = (Convert.ToInt16(Count[i-1].text) + Convert.ToInt16(Count[i].text)).ToString();                 }              counter++;              co++;              DontDestroyOnLoad(gameObject.transform);              return;          }      }        void Awake()     {          rootCanvas = GetComponent&lt;GameObject&gt;();      }
I am developing my first 2D game in Unity and I have come across what seems an important question.  How do I handle data between scenes?  There seems to be different answers to this:   Someone mention using , while other people told me this should be used to store other things like screen brightness and so on. Someone told me that the best way was to make sure to write everything into a savegame everytime that I changed scenes, and to make sure that when the new scene loads, get the info from the savegame again. This seemed to me wasteful in performance. Was I wrong? The other solution, which is the one I have implemented so far is to have a global game object that isn't destroyed between scenes, handling all the data between scenes. So when the game starts, I load a Start Scene where this object is loaded. After this ends, it loads the first real game scene, usually a main menu.   This is my implementation:  using UnityEngine; using UnityEngine.UI; using System.Collections;  public class GameController : MonoBehaviour {      // Make global     public static GameController Instance {         get;         set;     }      void Awake () {         DontDestroyOnLoad (transform.gameObject);         Instance = this;     }      void Start() {         //Load first game scene (probably main menu)         Application.LoadLevel(2);     }      // Data persisted between scenes     public int exp = 0;     public int armor = 0;     public int weapon = 0;     //... }   This object can be handled on my other classes like this:  private GameController gameController = GameController.Instance;   While this has worked so far, it presents me with one big problem: If I want to load directly a scene, let's say for instance the final level of the game, I can't load it directly, since that scene does not contain this global game object.  Am I handling this problem the wrong way? Are there better practices for this kind of challenge? I would love to hear your opinions, thoughts and suggestions on this issue.  Thanks
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