Attempting to have scene load with camera position the same as it left off










0















So basically, think Mario here, I have a world map. A player enters a level, then when the player returns to the Map, I want it to load the camera position the player last left off on. I am having trouble doing this and it keeps resetting back to the original camera position.



Here is what I've tried so far:



I have a WorldManager class with the following code:



 private void Start()

highestLevelUnlocked = PlayerPrefsManager.GetHighestLevelUnlocked();
if (highestLevelUnlocked > 0)

rectTransform.offsetMin = new Vector2(PlayerPrefsManager.GetLastLevelViewedLeft(), rectTransform.offsetMin.x);
rectTransform.offsetMax = new Vector2(PlayerPrefsManager.GetLastLevelViewedRight(), rectTransform.offsetMax.x);

else

rectTransform.offsetMin = new Vector2(0, 0);
rectTransform.offsetMax = new Vector2(0, 0);



// Sets the camera coordinates.
public void SetCameraCoordinates()

PlayerPrefsManager.SetLastLevelViewed(Mathf.RoundToInt(rectTransform.offsetMin.x), Mathf.RoundToInt(rectTransform.offsetMax.x));



I'm sure i'm doing something completely wrong but I can't figure it out and was hoping for some insight.



PlayerPrefsManager is static and holds onto player data between scenes.



Thank you!



Edit : I'm using a Scroll View for the player to scroll across the map with mouse/thumbs.










share|improve this question



















  • 1





    How do your SetLastLevelViewed, GetLastLevelViewedLeft and GetLastLevelViewedRight look like? I'ld also recommend not to use a static class but rather a ScriptableObject

    – derHugo
    Nov 14 '18 at 6:04











  • Thanks for this! I haven't looked into ScriptableObject. I will read up on this now!

    – Holden
    Nov 14 '18 at 6:52











  • This tutorial is actually a better start point than the docs

    – derHugo
    Nov 14 '18 at 6:54















0















So basically, think Mario here, I have a world map. A player enters a level, then when the player returns to the Map, I want it to load the camera position the player last left off on. I am having trouble doing this and it keeps resetting back to the original camera position.



Here is what I've tried so far:



I have a WorldManager class with the following code:



 private void Start()

highestLevelUnlocked = PlayerPrefsManager.GetHighestLevelUnlocked();
if (highestLevelUnlocked > 0)

rectTransform.offsetMin = new Vector2(PlayerPrefsManager.GetLastLevelViewedLeft(), rectTransform.offsetMin.x);
rectTransform.offsetMax = new Vector2(PlayerPrefsManager.GetLastLevelViewedRight(), rectTransform.offsetMax.x);

else

rectTransform.offsetMin = new Vector2(0, 0);
rectTransform.offsetMax = new Vector2(0, 0);



// Sets the camera coordinates.
public void SetCameraCoordinates()

PlayerPrefsManager.SetLastLevelViewed(Mathf.RoundToInt(rectTransform.offsetMin.x), Mathf.RoundToInt(rectTransform.offsetMax.x));



I'm sure i'm doing something completely wrong but I can't figure it out and was hoping for some insight.



PlayerPrefsManager is static and holds onto player data between scenes.



Thank you!



Edit : I'm using a Scroll View for the player to scroll across the map with mouse/thumbs.










share|improve this question



















  • 1





    How do your SetLastLevelViewed, GetLastLevelViewedLeft and GetLastLevelViewedRight look like? I'ld also recommend not to use a static class but rather a ScriptableObject

    – derHugo
    Nov 14 '18 at 6:04











  • Thanks for this! I haven't looked into ScriptableObject. I will read up on this now!

    – Holden
    Nov 14 '18 at 6:52











  • This tutorial is actually a better start point than the docs

    – derHugo
    Nov 14 '18 at 6:54













0












0








0








So basically, think Mario here, I have a world map. A player enters a level, then when the player returns to the Map, I want it to load the camera position the player last left off on. I am having trouble doing this and it keeps resetting back to the original camera position.



Here is what I've tried so far:



I have a WorldManager class with the following code:



 private void Start()

highestLevelUnlocked = PlayerPrefsManager.GetHighestLevelUnlocked();
if (highestLevelUnlocked > 0)

rectTransform.offsetMin = new Vector2(PlayerPrefsManager.GetLastLevelViewedLeft(), rectTransform.offsetMin.x);
rectTransform.offsetMax = new Vector2(PlayerPrefsManager.GetLastLevelViewedRight(), rectTransform.offsetMax.x);

else

rectTransform.offsetMin = new Vector2(0, 0);
rectTransform.offsetMax = new Vector2(0, 0);



// Sets the camera coordinates.
public void SetCameraCoordinates()

PlayerPrefsManager.SetLastLevelViewed(Mathf.RoundToInt(rectTransform.offsetMin.x), Mathf.RoundToInt(rectTransform.offsetMax.x));



I'm sure i'm doing something completely wrong but I can't figure it out and was hoping for some insight.



PlayerPrefsManager is static and holds onto player data between scenes.



Thank you!



Edit : I'm using a Scroll View for the player to scroll across the map with mouse/thumbs.










share|improve this question
















So basically, think Mario here, I have a world map. A player enters a level, then when the player returns to the Map, I want it to load the camera position the player last left off on. I am having trouble doing this and it keeps resetting back to the original camera position.



Here is what I've tried so far:



I have a WorldManager class with the following code:



 private void Start()

highestLevelUnlocked = PlayerPrefsManager.GetHighestLevelUnlocked();
if (highestLevelUnlocked > 0)

rectTransform.offsetMin = new Vector2(PlayerPrefsManager.GetLastLevelViewedLeft(), rectTransform.offsetMin.x);
rectTransform.offsetMax = new Vector2(PlayerPrefsManager.GetLastLevelViewedRight(), rectTransform.offsetMax.x);

else

rectTransform.offsetMin = new Vector2(0, 0);
rectTransform.offsetMax = new Vector2(0, 0);



// Sets the camera coordinates.
public void SetCameraCoordinates()

PlayerPrefsManager.SetLastLevelViewed(Mathf.RoundToInt(rectTransform.offsetMin.x), Mathf.RoundToInt(rectTransform.offsetMax.x));



I'm sure i'm doing something completely wrong but I can't figure it out and was hoping for some insight.



PlayerPrefsManager is static and holds onto player data between scenes.



Thank you!



Edit : I'm using a Scroll View for the player to scroll across the map with mouse/thumbs.







c# unity3d






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edited Nov 14 '18 at 4:43









John

12.9k32242




12.9k32242










asked Nov 14 '18 at 4:35









HoldenHolden

678




678







  • 1





    How do your SetLastLevelViewed, GetLastLevelViewedLeft and GetLastLevelViewedRight look like? I'ld also recommend not to use a static class but rather a ScriptableObject

    – derHugo
    Nov 14 '18 at 6:04











  • Thanks for this! I haven't looked into ScriptableObject. I will read up on this now!

    – Holden
    Nov 14 '18 at 6:52











  • This tutorial is actually a better start point than the docs

    – derHugo
    Nov 14 '18 at 6:54












  • 1





    How do your SetLastLevelViewed, GetLastLevelViewedLeft and GetLastLevelViewedRight look like? I'ld also recommend not to use a static class but rather a ScriptableObject

    – derHugo
    Nov 14 '18 at 6:04











  • Thanks for this! I haven't looked into ScriptableObject. I will read up on this now!

    – Holden
    Nov 14 '18 at 6:52











  • This tutorial is actually a better start point than the docs

    – derHugo
    Nov 14 '18 at 6:54







1




1





How do your SetLastLevelViewed, GetLastLevelViewedLeft and GetLastLevelViewedRight look like? I'ld also recommend not to use a static class but rather a ScriptableObject

– derHugo
Nov 14 '18 at 6:04





How do your SetLastLevelViewed, GetLastLevelViewedLeft and GetLastLevelViewedRight look like? I'ld also recommend not to use a static class but rather a ScriptableObject

– derHugo
Nov 14 '18 at 6:04













Thanks for this! I haven't looked into ScriptableObject. I will read up on this now!

– Holden
Nov 14 '18 at 6:52





Thanks for this! I haven't looked into ScriptableObject. I will read up on this now!

– Holden
Nov 14 '18 at 6:52













This tutorial is actually a better start point than the docs

– derHugo
Nov 14 '18 at 6:54





This tutorial is actually a better start point than the docs

– derHugo
Nov 14 '18 at 6:54












1 Answer
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0














Thanks for anyone who looked at this. I was able to solve the problem by using the following:



 private void Start()

lastLevelViewed = PlayerPrefsManager.GetLastLevelViewed();
if(lastLevelViewed > 0)

scrollRect.horizontalScrollbar.value = PlayerPrefsManager.GetLastLevelViewed();

else

scrollRect.horizontalScrollbar.value = 0;



// Sets the camera coordinates.
public void SetCameraCoordinates()

PlayerPrefsManager.SetLastLevelViewed(scrollRect.horizontalScrollbar.value);






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    0














    Thanks for anyone who looked at this. I was able to solve the problem by using the following:



     private void Start()

    lastLevelViewed = PlayerPrefsManager.GetLastLevelViewed();
    if(lastLevelViewed > 0)

    scrollRect.horizontalScrollbar.value = PlayerPrefsManager.GetLastLevelViewed();

    else

    scrollRect.horizontalScrollbar.value = 0;



    // Sets the camera coordinates.
    public void SetCameraCoordinates()

    PlayerPrefsManager.SetLastLevelViewed(scrollRect.horizontalScrollbar.value);






    share|improve this answer



























      0














      Thanks for anyone who looked at this. I was able to solve the problem by using the following:



       private void Start()

      lastLevelViewed = PlayerPrefsManager.GetLastLevelViewed();
      if(lastLevelViewed > 0)

      scrollRect.horizontalScrollbar.value = PlayerPrefsManager.GetLastLevelViewed();

      else

      scrollRect.horizontalScrollbar.value = 0;



      // Sets the camera coordinates.
      public void SetCameraCoordinates()

      PlayerPrefsManager.SetLastLevelViewed(scrollRect.horizontalScrollbar.value);






      share|improve this answer

























        0












        0








        0







        Thanks for anyone who looked at this. I was able to solve the problem by using the following:



         private void Start()

        lastLevelViewed = PlayerPrefsManager.GetLastLevelViewed();
        if(lastLevelViewed > 0)

        scrollRect.horizontalScrollbar.value = PlayerPrefsManager.GetLastLevelViewed();

        else

        scrollRect.horizontalScrollbar.value = 0;



        // Sets the camera coordinates.
        public void SetCameraCoordinates()

        PlayerPrefsManager.SetLastLevelViewed(scrollRect.horizontalScrollbar.value);






        share|improve this answer













        Thanks for anyone who looked at this. I was able to solve the problem by using the following:



         private void Start()

        lastLevelViewed = PlayerPrefsManager.GetLastLevelViewed();
        if(lastLevelViewed > 0)

        scrollRect.horizontalScrollbar.value = PlayerPrefsManager.GetLastLevelViewed();

        else

        scrollRect.horizontalScrollbar.value = 0;



        // Sets the camera coordinates.
        public void SetCameraCoordinates()

        PlayerPrefsManager.SetLastLevelViewed(scrollRect.horizontalScrollbar.value);







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 14 '18 at 6:51









        HoldenHolden

        678




        678





























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