Example #1
0
    // Awake function needs to set some defaults and then check for evidence of a previously loaded scene!
    //
    void Awake()
    {
        // Apply default quality settings.
        {
            Application.targetFrameRate = -1;
            Assert.raiseExceptions      = true;
            Time.fixedDeltaTime         = 1.0f / 60.0f;
        }


        // Check for "Development Mode":
        // If an object called P_SceneID exists then it's a hangover from a scene that was loaded in the editor
        // when Play was pressed. If this exists then we're in dev mode. Shortcut the menus and setup everything
        // so we can play the game immediately.
        if (Application.isEditor)
        {
            GameObject go = GameObject.Find("P_SceneID");
            if (null != go)
            {
                DevModeCheck gc = go.GetComponent <DevModeCheck>();
                if (null != gc)
                {
                    m_sDevmodeRoomToLoad = gc.m_sSceneName;
                    Destroy(go);
                }
            }
        }

        // Set our delegate for scene loaded events
        SceneManager.sceneLoaded += SceneLoaded;
    }
    void Awake()
    {
        // This must never die!
        DontDestroyOnLoad(GameObject.Find("PersistentObjects"));

        // Check for Dev Mode
        GameObject obj = GameObject.Find("DevModeCheck");

        if (null != obj)
        {
            Debug.Log("Found a DevModeCheck from open scene, entering dev mode...");
            DevModeCheck scene = obj.GetComponent <DevModeCheck>();
            m_sDevModeSceneToLoad = scene.m_sSceneName;
            Destroy(obj);
        }
    }