I'm trying to save/load my game. In the load method, everytime I change the properties of a GameObject, those changes are applied and then get reverted shortly after. Here is my code:
public void Load()
{
SceneManager.LoadScene(sceneID);
List<GameObject> rootObjects = new List<GameObject>();
Scene scene = SceneManager.GetActiveScene();
scene.GetRootGameObjects(rootObjects);
int ncube = 0, npick = 0;
for (int i = 0; i < rootObjects.Count; ++i)
{
GameObject obj = rootObjects[i];
if (obj.CompareTag("Player"))
{
obj.transform.position = player.position;
obj.transform.rotation = player.rotation;
obj.transform.localScale = player.localScale;
}
else if (obj.CompareTag("Cube"))
{
obj.transform.position = cube[ncube].position;
obj.transform.rotation = cube[ncube].rotation;
obj.transform.localScale = cube[ncube].localScale;
++ncube;
}
else if (obj.CompareTag("Pickup"))
obj.SetActive(pickup[npick++]);
else if (obj.CompareTag("Door"))
obj.SetActive(door);
else if (obj.CompareTag("GreenWall"))
obj.SetActive(greenWall);
}
}
Those changes are applied to the GameObject, however they get aborted right away. How can I resolve this?
The script contains these lines of code is not a component of the GameObject.
Edit 1: Complete code updated.