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Question by CDAXRC · Jan 03, 2018 at 10:18 AM · scenetimereloadtime.time

After scene reload script stopped working.

I'm using this SceneManager.LoadScene(SceneManager.GetActiveScene ().buildIndex);for scene reload and after reload this script stopped working

 void Update (){
      if (isDead == false) {
          CheckUserInput ();
  
  
      }
  }
  void CheckUserInput () 
  {
      if (Input.GetKeyDown (KeyCode.A)) {
          transform.position += new Vector3 (-1, 0, 0);
      }
  
      if (Input.GetKeyDown (KeyCode.D)) {
          transform.position += new Vector3 (1, 0, 0);
      }
      if (Input.GetKeyDown (KeyCode.W)) {
          transform.position += new Vector3 (0, 1, 0);
      }
  
      if (Input.GetKeyDown (KeyCode.S)) {
          transform.position += new Vector3 (0, -1, 0);
      }
      if (Mathf.Round(Time.time * 3) - speed == moveSpeed) {
          transform.position += new Vector3 (0, 1, 0);
          speed = Mathf.Round(Time.time * 3);    ///////////AFTER scene reload time "stopped working"

Controls (WASD) still work correctly.

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Answer by leSamo · Jan 03, 2018 at 11:00 AM

It depends on what is your script attached to, but usually reloading scene will destroy your script and create a new instance. If you want a variable to persist on scene reload use either static variables or use https://docs.unity3d.com/ScriptReference/Object.DontDestroyOnLoad.html

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