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Question by Zayin · Mar 09, 2014 at 03:04 AM · destroydontdestroyonload

Removing duplicates with DontDestroyOnLoad

I am trying to get rid of duplicates created when a scene containing GameObjects using DontDestroyOnLoad is reloaded. I want to control the DontDestroyOnLoad behaviour of several objects within a master node.

I tried using the solution proposed in this topic: http://answers.unity3d.com/questions/34185/dontdestroyonload-is-it-intended-behavior.html, but it doesn't work from my master node. It works from within the GameObjects themselves if I copy-paste the code into each of them, but this is not how I want to handle the destruction behaviour. My master node contains the following code:

 public class StateSaver : MonoBehaviour {    
     
     private static bool created = false;    
 
     void Awake(){
         if(!created){
             DontDestroyOnLoad(this.gameObject);
             DontDestroyOnLoad(GameObject.Find("FSM"));
             DontDestroyOnLoad(GameObject.Find("OSCObject"));
             DontDestroyOnLoad(GameObject.Find("GameModeDisplay"));
             DontDestroyOnLoad(GameObject.Find("Pauser"));
             created = true;
         }
         else{
             Destroy(this.gameObject);
             Destroy(GameObject.Find("FSM"));
             Destroy(GameObject.Find("OSCObject"));
             Destroy(GameObject.Find("GameModeDisplay"));
             Destroy(GameObject.Find("Pauser"));
         }
     }
 }

I know that Find is not very efficient, but it is not a concern at this point. I assume that my master node fails because GameObject.Find("X") might not return the object I want. Is there a way of achieving this?

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