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Question by roebe · Nov 29, 2021 at 10:51 PM · scene-change

Scene manager Move object to scene creating too many items.,scene manager move object to scene creating too many items

When i am transfering scenes it just keeps creating more and more of the player block how do i fix this code using UnityEngine; using System.Collections; using UnityEngine.SceneManagement;

[RequireComponent(typeof(Player))] public class PlayerInput : MonoBehaviour {

 Player player;

 // Use this for initialization
 void Start()
 {
     player = GetComponent<Player>();
 }

 // Update is called once per frame
 void Update()
 {
     Vector2 directionalInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
     player.SetDirectionalInput(directionalInput);

     if (Input.GetKeyDown(KeyCode.UpArrow))
     {
         player.OnJumpInputDown();
     }

     if (Input.GetKeyUp(KeyCode.UpArrow))
     {
         player.OnJumpInputUp();
     }

     if (Input.GetKeyDown(KeyCode.X))
     {
         StartCoroutine(LoadYourAsyncScene());
     }

     if (Input.GetKeyDown(KeyCode.Z))
     {
         SceneManager.LoadScene("Present", LoadSceneMode.Additive);
     }
 }
 IEnumerator LoadYourAsyncScene()
 {

     Scene currentScene = SceneManager.GetActiveScene();


     AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Future", LoadSceneMode.Additive);


     while (!asyncLoad.isDone)
     {
         yield return null;
     }


     SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetSceneByName("Future"));
     SceneManager.UnloadSceneAsync(currentScene);
 }

} ,when i am changing scenes my game just creats more and more players and it is not removing the old ones. This is my code. using UnityEngine; using System.Collections; using UnityEngine.SceneManagement;

[RequireComponent(typeof(Player))] public class PlayerInput : MonoBehaviour {

 Player player;

 // Use this for initialization
 void Start()
 {
     player = GetComponent<Player>();
 }

 // Update is called once per frame
 void Update()
 {
     Vector2 directionalInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
     player.SetDirectionalInput(directionalInput);

     if (Input.GetKeyDown(KeyCode.UpArrow))
     {
         player.OnJumpInputDown();
     }

     if (Input.GetKeyUp(KeyCode.UpArrow))
     {
         player.OnJumpInputUp();
     }

     if (Input.GetKeyDown(KeyCode.X))
     {
         StartCoroutine(LoadYourAsyncScene());
     }

     if (Input.GetKeyDown(KeyCode.Z))
     {
         SceneManager.LoadScene("Present", LoadSceneMode.Additive);
     }
 }
 IEnumerator LoadYourAsyncScene()
 {

     Scene currentScene = SceneManager.GetActiveScene();


     AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Future", LoadSceneMode.Additive);


     while (!asyncLoad.isDone)
     {
         yield return null;
     }


     SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetSceneByName("Future"));
     SceneManager.UnloadSceneAsync(currentScene);
 }

}

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