Ok I want to check if any of the f keys are pressed:
if (Input.GetKeyDown(KeyCode.F1)||
Input.GetKeyDown(KeyCode.F2)||
Input.GetKeyDown(KeyCode.F3)||
Input.GetKeyDown(KeyCode.F4)||
...){}
this seems very uneffective.
So i basically switch my Scenes when pressing f1, f2 etc. and i want to save the varibales to a global object when i'm leaving a scene.
I think the way your checking is alright.
But global variable? I think you mean a Variable you can access from anywhere.
Data persistence between scene's can be done in so many different way's I'll try to give u a Example
So lets say your on Scene 1. You have a High Score you want to save. Static variables are great for Unity passthrews Imo atleast
public class Score
{
public static int Highscore;
}
class Scene1
{
static void Main(string[] args)
{
if (Input.GetKeyDown(KeyCode.F1)||
Input.GetKeyDown(KeyCode.F2)||
Input.GetKeyDown(KeyCode.F3)||
Input.GetKeyDown(KeyCode.F4)||
...){
Score.Highscore = 5;
Console.WriteLine("Highscore: " + Score.Highscore);
SceneManager.LoadScene(0);
}
//Output is = 5
}
}
class Scene2
{
static void Main(string[] args)
{
Console.WriteLine("Highscore: " + Score.Highscore);
//Output will still be 5
}
}
```