0 votes

In my project, you go through different scenes, collecting emeralds. I have an emerald counter, but it resets every time the scene changes. I need to store the number of emeralds and update the label whenever the scene is changed. Help would be greatly appreciated.

Godot version 3.2.3
in Engine by (103 points)

3 Answers

+1 vote

This is the purpose of a singleton. It can contain data that you want to persist between scene changes.

See docs for details on creating and using singletons:

by (21,529 points)

I've already set up a singleton. It automatically loads whenever the scene changes. However, i still don't have a way to detect if the scene has changed or not. I don't know what command to use to store the information from another variable and replace the information from said variable.

Singletons do not reload when the scene changes.

I don't know what you mean by "detect if the scene has changed". The scene only changes when you tell it to with change_scene(). Whenever you do that, set the variable on the singleton.

SingletonName.variable = value
0 votes

You can write a scene changer script that emits a signal or use my sophisticated, overengineered one:
Add it to autoloads, connect to its sceneSetAsCurrent() signal and use it for changing scenes.

My script also handles passing parameters to the new current scene.

by (2,294 points)
0 votes

I didn't find an existing signal for this so I did it by routing all scene changes through an AutoLoad script instantiated as a singleton in Project Settings > AutoLoad:

using Godot;
using System;
using System.Diagnostics;

public class AutoLoad : Node {
    static AutoLoad _Instance = null;
    AutoLoad() {
        Debug.Assert(_Instance == null);
        _Instance = this;

    // Use this exclusively instead of SceneTree method.
    public static void ChangeScene(string name) {
        Debug.Assert(_Instance != null);

    void OnSceneLoaded(string name) {
        // Respond to scene changes as needed here
by (78 points)
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