Hi,
I have a level select screen scene which contains an array with a list of target completion times for all the different levels.
When I load a level from the level select screen I want this array to still be accessible so the FSMs can pull the relevant data from it at runtime, so therefore I've added a Don't Destroy on Load action to the gameobject containing the array.
But...in my separate level scenes, how can I target FSMs to that array when it'll only exist in the scene once it's not been destroyed after a level load?
I've tried making a duplicate but this understandably confuses the actions as there's then two objects with the same name, both containing duplicate arrays. I've also tried destroyable the duplicate once the level has loaded but that doesn't seem to work either.
I've seen mention elsewhere of potentially tagging the duplicate array and disabling it that way - but has anyone got any better suggestions?
Many thanks!