unity3d dontdestroyonload. Change the argument type using. unity3d dontdestroyonload

 
 Change the argument type usingunity3d dontdestroyonload how do i make it so dontdestroyonload is destroyed at game over UI? and then when reseting to level 1 again it is recovered again? my point is that i want my health counter to carry data through scenes, only be disabled at game over UI and reseted at level 1

If the target Object is a component or GameObject, Unity will also preserve all of the Transform’s children. DontDestroyOnLoad to preserve an Object during scene loading. All of these controllers are MonoBehaviours attached to an empty GameObject and have a. This is loaded in Awake. Collections. You have to use DontDestroyOnLoad() method which Unity3d provide for you. If the target Object is a component or GameObject, Unity will also preserve all of the Transform’s children. Destroy (GameObject. 0a3. If the object is a component or game object then its entire transform hierarchy will not be destroyed either. DontDestroyOnLoad to preserve an Object during level loading. DontDestroyOnLoad可以让某些对象在切换场景的时候不是施放,如果没有用好就会出现问题。. DontDestroyOnLoad to preserve an Object during level loading. Object is the base class of all built-in Unity objects. The simplest way to "find" your controller class and feed it the new entities lists on a scene load is using the singleton pattern mentioned. private static DontDestroyOnLoad instance;The Player Object with script GamePlayerManager is set up by the NetworkLobbyManager when creating the GameScene after Lobby using. LoadScene (<path>, LoadSceneMode. Call Object. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. Its a multiplayer pvp/pve game with multiple wizards with different sets of abilities, each wizard can have 3 abilities selected, you unlock more abilities while playing. private void Awake() { { { DontDestroyOnLoad(this. Call Object. I can make these objects prefabs and. Sorted by: 3. The load of a new Scene destroys all current Scene objects. The load of a new Scene destroys all current Scene objects. If the object is a component or game object then its entire transform hierarchy will not be destroyed either. So I am making a 2D RPG game. void Awake () { DontDestroyOnLoad(gameObject); Debug. The audio clip will play if I attach it to a GameObject and have it play on awake, or if I attach it to the GameMaster object and use GetComponent<AudioSource> (). Current script:Sorted by: 0. It’s very simple, and it can indeed be used to keep the music consistent between the scenes. Open attached project. But when I go back to scene 1 and click on the Play button. DontDestroyOnLoad to preserve an Object during scene loading. You can go back to that level, but you never go back to the bootstrap level. It goes something like this: create a preload scene and stick all persistent GameObjects (player character, camera, HUD, etc) in it and make sure to call DontDestroyOnLoad. I don't have any DontDestroyOnLoad code My scene works correctly the first time My scene does not work when I re-load it using SceneManager. The GameObject with the // &quot;music&quot; tag is the. Download and open attached project "repro_730401. DontDestroyOnLoad does not return a value. DontDestroyOnLoad to preserve an Object during level loading. Build and run Scene "ReproScene" 6. The load of a new Scene destroys all current Scene objects. Object. [Unity3D] 싱글톤을 이용한 게임매니져 구현. DontDestroyOnLoad does not return a value. Call Object. FindObjectsInactive, UnityEngine. But, the objects with DontDestroyOnLoad attached are duplicated on the second load. Object. However, after calling DontDestroyOnLoad on a game object and then loading a different scene, that persisted GameObjects Awake method is called again in the second scene which caused me a. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. Is the GameObject also DontDestroyOnLoad? Because if it's not then Unity is removing the object because you're telling it to. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. DontDestroyOnLoad does not return a value. Object. Second thing is use PlayerPrefs. Find by Active GamObjects only at objects thats to on the Dont destroy on Load Methode. The load of a new Scene destroys all current Scene objects. When the ExampleScript1 button is pressed ExampleScript1 is. The load of a new Scene destroys all current Scene objects. Order of operations: OnEnable -> Awake -> Start. Object. When loading a new level all objects in the scene are destroyed, then the objects in the new level are loaded. DontDestroyOnLoad does not return a value. root. You have to call DontDestroyOnLoad on the root object, here the “canvas” object. DontDestroyOnLoad are just objects that move around from scene to scene. It is controllable right from the very beginning with GameObject. The length of the audio clip in samples. A flag to control whether the NetworkManager object is destroyed when the scene changes. Properties like length, channels and format are available before the audio data has been loaded. When loading a new level all objects in the scene are destroyed, then the objects. One is just to do a script with a static variable of itself and you can just reference that script through that variable. to find out, just press the arrow next to the DontDestroyOnLoad. 3p3, 5. Instantiate the prefab when you need it and then mark it as DontDestroyOnLoad. A common way to do so is to just use Resources. Call Object. You can register to SceneManager. if you want to use DontDestroyOnLoad and want to get rid of showing player you can put your player on a Layer and tell your camera to don't render that layer in cameras culling mask. Object. Instantiate to get unmanaged object. I want to make it so, that whenever the player comes back from a different scene to Scene A, he spawns in front of a door he previously entered. Object. Drag and drop logic, a "shop" to present new cards, etc. Platform-Independent: One way of saving data in Unity3D in a Platform-independent way is to use the PlayerPrefs class. 如果目标 Object 是组件或 GameObject,Unity 还会保留 Transform 的所有子项。. Acquire on the AsyncOperationHandle<SceneInstance> used to load the scene before unloading the scene. Calling DontDestroyOnLoad can make the object exist on all scenes. Find ("name"). A lazy-man's memory management feature. Description. I thought it was simply a performance issue (the first scene includes a song, a few DontDestroyOnLoad. 全屏 / 恢复切换,可以使用 Screen. In order to preserve an object during level loading call DontDestroyOnLoad on it. Scene Management-Nov 15, 2021. The load of a new Scene destroys all current Scene objects. Hey everyone. InstantiateAsync will be released during scene changing. DisplayName);. If the target Object is a component or GameObject, Unity will also preserve all of the Transform ’s children. Unfortunately you can't easily get rid of it as the script is in the core SRP package and there are no options to disable it, I think, other. I have a question regarding the use of the DontDestroyOnLoad () function. One has a Cube and the other a Sphere. The load of a new Scene destroys all current Scene objects. GetActiveScene (); SceneManager. Create a Empty Game object and attach this too it. 0. ive been stuck here for a while help will be much appreciatedWhat I'm trying to do is to make the GameManager object persistent between scenes, reading a bit I realized that the DontDestroyOnLoad() method allows this behavior, however I don't understand why it doesn't allow me to instantiate objects in new scenes. Call Object. I've got a "dontdestroyonload(this. Two solutions for this problem are: Make any object you want to mark DontDestroyOnLoad its own Addressable asset and load it independently. The load of a new Scene destroys all current Scene objects. Steps to reproduce the issue: 1. Just add that script to object in scene which you want to be dont destroyable and set the unique id in the inspector field. I need a solution that if a do not destroy on load object gets loaded into a new scene, I will. 调用 Object. So only 1 object will be able to be taken through scenes. Here is the code. From there, the user can click on certain map-objects and a new level is loaded with Application. A DontDestroyOnLoad function on the first scene is connected to a Cylinder. All my games have a persistent scene that contains everything that’s global to the game and loads whatever else is needed additively. ScriptableObjects are not scene objects so they are unaffected by either of those things. ResourceManager. The load of a new Scene destroys all current Scene objects. Description. The following example script uses. Mar 15, 2016 05:20. If I have a GameObject named Manager that has a Public GameObject() variable in an attached script, and I then drag a GameObject named Player to attach it to that script attach point in the Unity UI, if Don’tDestroyOnLoad() is called on the Manager object, will the player object also not be destroyed when I switch to scene 2?{!See for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. Object. public class ExampleClass :MonoBehaviour. DontDestroyOnLoad to preserve an Object during scene loading. DontDestroyOnLoad to preserve an Object during level loading. Change the argument type using. If the target Object is a component or GameObject, Unity also preserves all of the Transform ’s children. DontDestroyOnLoad to preserve an Object during level loading. you need some game loop constantly updating your static code even if changing scenesFirst of all DontDestroyOnLoad() keeps all the things like gameobjects, scripts or component, that's why you are seeing those buttons which are not part of your current scene. addAula(this); } } } That is the code, I know that the objects are going to be added every time I enter the scene, I have that in mind, the problem is that they are always being destroyed. In order to preserve an object during level loading call DontDestroyOnLoad on it. DontDestroyOnLoad () does just that: prevents the object from being destroyed. This is most useful for assets which are only meant to store data. instance. DontDestroyOnLoad throws InvalidOperationException when called from the Editor. Result object instantiated via Addressables. It’s very simple, and it can indeed be used to keep the music consistent between the scenes. 3. if the first script is part of the mainmusic gameobject, thats plenty. If there is a NetworkManager in each scene, then this should not be set. In order to preserve an object during level loading call DontDestroyOnLoad on it. I've been thinking of using particles so the splatter would look more organic and random, instead of the same textures but with randomized size and rotation. DontDestroyOnLoad does not return a value. Once in the new scene a new GameObject is instantiated by the GameController using this line: Code (csharp): d_obj = Instantiate ( passed_obj); d_obj. 1) Am I using the. Search: Fixed search not evaluating content of DontDestroyOnLoad scene. public class GameManager : Singleton<GameManager> { // Your game-specific variables protected override void OnAwake () { // If needed, put your code here e. I only use Java, so the only script I can give you is this. When I load a new scene, I have DontDestroyOnLoad() attached to my player script, this is so that my players (soon to be) stats and equipment will not be removed. Individual Addressables and their operation handles that you load separately from the scene aren't released. Makes the object target not be destroyed automatically when loading a new scene. When loading a new level all objects in the scene are destroyed, then the objects in the new level are loaded. health -= 1; //Loads the separate script (which works well) and will remove 1 life when you collide with the enemy. If the object is a component or game object then its entire transform hierarchy will not be destroyed either. I have a strange problem with DontDestroyOnLoad. Another thing, if your player is still getting duplicated, you could briefly transition to a blank scene with the player object when your game starts, set the player. 7. I aplied this script to my UIManager object which is part of a simple 3 object Hierarchy : UIManager. 7f1 Not reproducible with - 2017. The exception to this is that any Addressable assets that you instantiate using Addressables. Refer the attached video. Search: When computing. Usually you would set DonDestroyOnLoad in a script attached to your GuiTexts. Makes the object target not be destroyed automatically when loading a new scene. Two solutions for this problem are: Make any object you want to mark DontDestroyOnLoad its own Addressable asset and load it independently. SubsystemRegistration)] attribute. But then again, these are supposed to be mini games!The load of a new Scene destroys all current Scene objects. Load a new scene. Reproducible with - 2018. Inheritance. LoadScene or Application. Object. }"InvalidOperationException: The following game object is invoking the DontDestroyOnLoad method: _CurvyGlobal_. Call Object. Another common way is you just know what the object name is and you find it. unity3d site, due to the vast number of super-easy questions. If your 'FollowPlayer' script is attached to your camera then the gameObject that the camera is supposed to follow is the 'Player' from the first scene and. Generic; using UnityEngine; public class MyClass: MonoBehaviour { void Awake() { DontDestroyOnLoad(gameObject); } } Do not destroy the target Object when loading a new Scene. Public Methods. 参考自Unity3D研究院之DontDestroyOnLoad的坑 1. 아래코드와 같이. Two ways you could handle this are: Have a scene dedicated to static initilization. That is probably also the reason why your camera isn't following the player. Call Object. If the object is a component or game object then its entire transform hierarchy will not be destroyed either. DontDestroyOnLoad(Unity3D开发之五) Unity中我们从A场景切换到B场景的时候,A场景全部对象都会销毁,但有时候我不须要销毁某些东西。 比方一个简单的游戏的背景音乐,我不须要多次反复创建,多个场景播放这一个即可了。I have made this prototype in 4 days for a game i plan on making and the foundation is really modular, it works trough steam. Use Octaedron Octahedron normal vector encoding for gbuffer normals. Singletons are very useful because they can transfer game data from scene to scene without. 7,147. 4. I'm experiencing the same issue with Unity 2021. 加载新的 Scene 会销毁所有现有的 Scene 对象。. The following example script uses. Problem is that when I switch scenes, then go back to the original scene, the reference for the game object that was there in onClick, and onPointerEvent, goes missing. Instantiate the prefab when you need it and then mark it as DontDestroyOnLoad. So for some reason I put the script on multiple things put it only takes 1 of them under the DontDestroyOnLoad. 2. DontDestroyOnLoad GameObjects seem to all be in the shared scene, "DontDestroyOnLoad". Object. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. Call Object. Call Object. DontDestroyOnLoad to preserve an Object during level loading. Problem is that other objects that look for it in Start (), are. I can then access the values. So apparently when you use SetParent it. Turn-based adventures of a space squad in a merciless world of predatory monsters. Ok, but i to didn´t can use GameObject. AddComponent. Log in to vote on this issue. The following example script uses Object. Object. DontDestroyOnLoad to preserve an Object during level loading. DontDestroyOnLoad is also the old way of doing things. DontDestroyOnLoad does not return a value. 1- Strings in other codes provide dontDestroyOnLoad for the necessary stages; 2- The Main Menu() has a destroy obj on it. DontDestroyOnLoad可以保证Gameobject以及上面绑定的组件不会销毁,在处理全局控制的时候有用。 When scene 1 is unloaded , i can still reach scene1`s singleton value even though it is not DontDestroyOnLoad so what im asking is , will it cause some sort of problem for memory or performance ? I have read somewhere that unity making ghost gameobjects for those but couldnt find detailed info about it So when you want to reload to initial scene from the end scene, create a script and add these: Destroy (GameObject. If there is a NetworkManager in. SetResolution 接口,如下:On scene change event for DontDestroyOnLoad object. If it is a GameManager, when the game is over, make a function in that singleton that Destroys itself so the next time you access it you get a fresh one, something like: Code (csharp): public void DestroyThyself () {. Collections. However when looking in to other methods to ensure what I was doing is 'good practice' and 'optimal' I had come across a few places mentioning not to use this method, a few people mentioned that the unity docs for DontDestroyOnLoad also reiterate this, I could not find such text. Call Object. InvalidOperationException: The following game object is invoking the DontDestroyOnLoad method: BaseLoader. Make the GameObject you want to be DontDestroyOnLoad a single Addressable prefab. This feature is only intended for HDRP projects. Call Object. connectionToClient; var gameplayerInstance = Instantiate (gamePlayerPrefab); gameplayerInstance. But in order to do this, I first need to find them all. Object. In which case you'll need some extra code to manage which scene is considered the active scene. The load of a new Scene destroys all current Scene objects. However, was struggling with what I though was a complex bug in my coding which I traced to this prefab sometimes duplicating itself when a new Scene loaded. Object. I'm throwing some HDRP Decal Projectors on my level and using DontDestroyOnLoad so they stay there when i restart. In Unity3D, there is a function called DontDestroyOnLoad that can target any UnityEngine object. If the target Object is a component or GameObject, Unity also preserves all of the Transform ’s children. DontDestroyOnLoad to preserve an Object during scene loading. DontDestroyOnLoad does not return a value. e. Another common way is you just know what the object name is and you find it. (this is actually what DontDestroyOnLoad does, as it puts the target object into a "scene" called DontDestroyOnLoad, that never gets unloaded)The load of a new Scene destroys all current Scene objects. When then calling SceneManager. 关于DontDestroyOnLoad的坑呢 , 在度娘上一搜一大片,但是总感觉不那么直观 , 大多把DontDestroyOnLoad讲得太过概念化 , 不容易理解 。今天测试了一把 ,可以通过程序 ,将DontDestroyOnLoad理解得很详细。. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. Call Object. Add this this to test: DontDestroyOnLoad(this); GameObject go = new. Success! Thank you for helping us improve the quality of Unity Documentation. I've just recently searched about DontDestroyOnLoad and wanted to know if it's the conventional way to have GameObject that hold only scripts but general scripts. Start is not called again since your component already ran it in Scene1. 4. Notice that DontDestroyOnLoad can only be used in play mode and, as such, cannot be part of an. DontDestroyOnLoad to preserve an Object during level loading. Unity - Scripting API: GameObject. Call Addressables. DontDestroyOnLoad to preserve an. DontDestroyOnLoad does not return a value. All the children of this "GameManager"-Object won't re-spawn when exit and entering Scene 1. 👏 Reddit ToS still applies 🔨Hello, I’m new on Unity, so to start I’m on a little project of creating a hidden object games. But in the case when I do not create an object on the scene and it is created by itself when requested, I see the following: OnDisable Counter. activeSceneChanged +=. DontDestroyOnLoad does not return a value. DontDestroyOnLoad to preserve an Object during scene loading. Give it a string array for the scene names (or an int array if you'd rather use their indices) where you want the object destroyed. In OnLevelWasLoaded, if the current scene is in the array of scenes where you want it gone, call Destroy. When trying to download or even update my software to 4. HDRP: Fixed an issue where HDRP disabled async compute screen space lighting effects, such as screen space ambient occlusion (SSAO) and screen space reflections, if you. This is to have objects that you can spawn in one scene not get loaded out when you go to another scene (So you can have a thing not change when you load a new scene without having to save it in a file). Drag and drop logic, a "shop" to present new cards, etc. When the level is finished the map is loaded again. The EventSytem is used to handle all UI-events (clicks, enter, etc. Object. I know i can use VFX to make the particles collide. Object. Pros: All MonoBehaviour jobs (for. If the target Object is a component or GameObject, Unity also preserves all of the Transform ’s children. DontDestroyOnLoad example. DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. LoadLevel() When the level is finished the map is loaded again. LoadSceneAsync (1); (b) Retain the car and its script, instead create another script and copy the initial values to the second script. If it has to survive a bunch of scene changes in between then it needs to be marked DontDestroyOnLoad. // Make this game object and all its transform children // survive when loading a new scene. Coins. If DontDestroyOnLoad is commented, game object doesn't disappear. When loading a new level all objects in the scene are destroyed, then the objects in the new level are loaded. Any. DontDestroyOnLoad only works for root GameObjects or components on root. It's that simple. Change the argument type using. Call Object. Here is my script: Code (csharp): public class SceneLoad : MonoBehaviour {. they are created and played by the audio manager but not audible. 0. The following example script uses Object. The game object is always created although it only does actual work in a debug build. This solves the problem described in 1A and 1B. While the built-in Memory Profiler under the Profiler window gives you basic information about the memory, the additional downloadable Memory Profiler package can be used to analyze your game’s memory. //Add new mechanic here to restart the level and keep all health remaining. In order to preserve an object during level loading call DontDestroyOnLoad on it. Go to Unity3D r/Unity3D •. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. If the object is a component or game object then its entire transform hierarchy will not be destroyed either. " It would appear at the start of a game, and it would get destroyed AFTER the game. Steps to reproduce: 1) Create a new project with URP template 2). However, when I go back to the starting scene, where my player spawned, it duplicates the player every time the scene is laoded. sceneLoaded += OnSceneLoaded; } void OnDisable() { SceneManager. DontDestroyOnLoad only works for root GameObjects or components on root. In long-ago versions of Unity this change was not visible to you, but now it is. Change the argument type using. // Make this game object and all its transform children // survive when loading a new scene. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. But now Unity has additive scenes. How should i actually script. public class DontDestroyOnLoad : MonoBehaviour { [SerializeField]. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. It is (was) my understanding that Awake is only called once on each game object for that entire GameObjects lifecycle. gameObject); } This is odd though cause then with that reasoning above you wouldn't think this would work but it does. ). Object. transform. Objects marked as DontDestroyOnLoad get destroyed when built. DontDestroyOnLoad. Call Object. This is not mentioned anywhere in the documentation. There are several ways to access them. gameObject); }DontDestroyOnLoad() pushes object to the bottom of hierarchy. LoadLevel() When the level is finished the map is loaded again. This code is fairly simple but will cause a skill's Cast coroutine to stop for no reason AT SOME POINT later in the game. Or you could as well create the UI object in the very first scene and call DontDestroyOnLoad () on them so that they are carried around from scene to scene. r/Unity3D • MOD NOTE: We are temporarily relaxing /r/Unity3D's meme policy in light of recent events. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. LoadLevel Errors are shown in the console (about Dictionnary key, or trying to access an image which have been deleted etc. Call Object. If the target Object is a component or GameObject, Unity also preserves all of the Transform ’s children. 0f1, 2018. Using DontDestroyOnLoad you are telling to NOT follow this behaviour, so that the object will be persistent among levels. The TrackedPoseDriver component applies the current Pose value of a tracked device to the transform of the GameObject. The load of a new Scene destroys all current Scene objects. DontDestroyOnLoad(this. The load of a new Scene destroys all current Scene objects. Hey so i have this canvas that i have as dont destroy on load that i use for things like quest holder's, pause menu, stuff like that, the only problem is when you move the cursor over any of the UI elements in this canvas the cursor's movement starts to lag. Makes the object target not be destroyed automatically when loading a new scene. Jan 15, 2016 17:52. 2 – The GameManager code. Object. LoadScene or Application. DontDestroyOnLoad to preserve an Object during level loading. Calls the method named methodName on every MonoBehaviour in this game object or any of its children. gameObject); } When I get to the other scene, I get this error: " The object of type GameObject has been destroyed but you are still trying to access it. It basically controls stuff like play time, where you are in the game, an ArrayList, etc. When scene 1 is unloaded , i can still reach scene1`s singleton value even though it is not DontDestroyOnLoad so what im asking is , will it cause some sort of problem for memory or performance ? I have read somewhere that unity making ghost gameobjects for those but couldnt find detailed info about itThere are two solutions for this: (a) Destroy the DontDestroyOnLoad gameObject so that when you reload the initial scene, a new instance of this will be created, hence your user defined values will be retained. I’m currently doing a prototype with the key feature. Object. Call Object. That would be the simplest way to do it. Hey, i have an object in DontDestroyOnLoad and i was wondering if theres a way to have a button in the Main Scene Transform or interact in other ways with objects in DontDestroy DotArt , Mar 25, 2022Unity is the ultimate game development platform. It is a hierarchy of several. public class MusicManager : MonoBehaviour { private static MusicManager _instance; public static MusicManager instance { get { if. Makes the object target not be destroyed automatically when loading a new scene. Create new instance of that script and attach it to the GameObject that is created above. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. How to destroy a game object with "Don't Destroy On Load" when a new game starts. Im making a point and click game and the camera stores the main values for the player, but when the players wants to start again, they still have the exact same amount of money, is there a way to destory this when it comes to main menu, or is there a better way to start a new game after a pre-exisiting game. One solution is to have a 'bootstrap' level that sets up all such objects and then loads the first real level. The only difference in your two code samples there (ignoring the typo-missed }) is the call to DontDestroyOnLoad. The function belongs to a game object, which I use DontDestroyOnLoad () on, so I can use it between scenes. In older versions of Unity, you only got one scene at a time -- loading a new one destroyed the old. You need to wrap the DontDestroyOnLoad call inside a function or one of the MonoBehaviour's built-in messages callbacks like Awake or Start. Object and then I reset the scenes, the problem is that when I destroy the player and then reset the scenes, the. The following example script uses Object. Most of them began as a direct result of using DontDestroyOnLoad () on my player object. In this code, there is a public GameObject for the DontDestroyOnLoad GameObject which is assigned by "GameObject. public string level; public float xPosition;Issue does not reproduce when reparenting to DontDestroyOnLoad scene without OnDestroy() 2. DontDestroyOnLoad to preserve an Object during scene loading. You can use it to make this GameObject not to destroy when scene unloads: void Awake() { DontDestroyOnLoad(transform. DontDestroyOnLoad to preserve an Object during scene loading. One is just to do a script with a static variable of itself and you can just reference that script through that variable. There are a lot of gameobjects in this don't. Object. Description. However, when I go back to the starting scene, where my player spawned, it duplicates the player every time the scene is laoded. MonoBehaviour offers life cycle functions that make it easier to develop with Unity. Tired of writing in a "dontdestroyonload" method into a million different scripts, we've got the answer for you!In this tutorial you'll learn how to create a. Hello. Collections; The problem turned out to be that these objects were briefly parented to a node in DontDestroyOnLoad and when set "back" to the main scene with SetParent(null) they remained in DontDestroyOnLoad - apparently you have to assign a non-null parent to clear this.