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0
Question by Lion · Aug 26, 2012 at 08:44 PM · coroutineloadlevel

LoadLevel break coroutine ?

So I have a simple where i start a coroutine, which works fine. But if I reload the same level with Application.LoadLevel (Application.loadedLevel), I get the following error when I try to start the same coroutine :

MissingReferenceException: The object of type 'GameManager' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object.

"GameManager" if the script where the coroutine is. The script instance or its gameObject are never destroyed explicitly.

Anyone has an explanation or a solution ? Thanks in advance

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Answer by hvilela · Aug 27, 2012 at 04:40 PM

The explanation is simple: All game objects are destroyed when you load a level, otherwise your levels would overlay each other. The solution is also simple: call DontDestroyOnLoad passing your GameManager object as parameter.

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avatar image Bunny83 · Aug 27, 2012 at 05:01 PM 0
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$$anonymous$$eep in $$anonymous$$d when you use DontDestroyOnLoad on objects that are loaded from a scene, when you reloading the same scene you end up with two objects. The old one is not destroyed and the "new" level comes with it's own instance.

avatar image Lion · Aug 28, 2012 at 08:33 AM 0
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That works, thanks.

But why the game was still trying to access the old gameObject or script instance and not the new one since the call to the coroutine was made in the new script instance ?

avatar image ppizarro Lion · Oct 23, 2017 at 06:45 PM 0
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my solution: on "onDestroy()" stop all co-routines and unsuscribe to all dependencis or action from another class.

 private void OnDestroy()
     {
         StopAllCoroutines();
         SomeServiceClass.OnSomeAction -= OnSomeAction$$anonymous$$ethod;
     }

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