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Question by mrtyninja · Feb 27, 2016 at 11:49 PM · charactercontrollerdestroycharacter controllerdontdestroyonload

Help with exception to DontDestroyOnLoad

I'm having a bit of a complicated issue so bear with me while I try to explain it.

Each level in my game is divded into 3 seperate scenes. Each scene represents a different stage of "alert". (For example if the player steps in front of a security camera it triggers the "alarm" version of the level).

Im useing a basic DontDestroyOnLoad script attached to the player character in order to keep the players position during transition between these stages.

     function Awake(){
     DontDestroyOnLoad (this);
     }

HOWEVER (this is where things start getting tricky to explain) on starting a new level, The player needs to move to the beginning of the level, which of course, is at a different position then the location where the last level ended.

I've tried inserting a second player character and using the destroy function on an empty game object in the level to destroy the old character but that doesn't seem to work for me. I just end up with two player chacters in the level.

     function Start() {
      
     Destroy(gameObject.Find("character1"));
     }
 

Note: I also posted this question on the forum as I'm not entirely sure where it belongs.

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Answer by Zoogyburger · Feb 28, 2016 at 02:13 AM

This will make sure the player is not destroyed or duplicated in c#:

     if (!playerExists) {
         playerExists = true;
         DontDestroyOnLoad (transform.gameObject);

     } else {
         Destroy (gameObject);
     }
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avatar image mrtyninja · Feb 28, 2016 at 12:14 PM 0
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I don't think I did a very good job explaining my problem. The problem isn't that the player is being destroyed. But rather that I need the player to be destroyed on exiting certain scenes but not others.

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Answer by mrtyninja · Feb 28, 2016 at 03:18 PM

I figured out a temporary solution in case anyone else is having a similar issue. Its not the most elegant solution, But what I did was add an empty game object in the area where I want the player to start and created a box collider in the area where the player actually starts due to the DontDestroyOnLoad script. var destination : Transform;

 function OnTriggerEnter(other : Collider) {
     other.transform.position = destination.position;
 }
 

Set the transform position to the empty game object and it works as a temporary fix.

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