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Question by BDX777 · Mar 17, 2015 at 08:08 PM · bugclonedontdestroyonloadapplication.loadlevel

Application.LoadLevel object clone spam

Hi, I tried DontDestroyOnLoad and Application.LoadLevel and the object is constantly created in the second level. Why is this?

 using UnityEngine;
 using System.Collections;
 
 public class BacktrackingTest : MonoBehaviour 
 {
     public float float1 = 420;
     public float float2 = 9000;
 
     private bool LevelLoaded = false;
     void Start () 
     {
         DontDestroyOnLoad(gameObject);
 
         //Data transfer between unity scenes test, does it subtract twice?
         float2 = float2 - float1;
     }
 
     void FixedUpdate ()
     {
         if(Time.time>5 && LevelLoaded==false)
         {
             Application.LoadLevel(1);
             LevelLoaded=true;
         }
     }
 }
 
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avatar image vintar · Mar 17, 2015 at 08:20 PM 0
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maybe call DontDestroyOnLoad(gameObject) from the Awake() function?

avatar image BDX777 · Mar 17, 2015 at 09:40 PM 0
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Nah it still creates itself constantly in the second level.

avatar image BDX777 · Mar 17, 2015 at 10:43 PM 0
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I think I know what's causing it. The script would keep loading the same level, and since it's an object that won't destroy itself, it would keep loading the same level, and thus duplicating itself with the same LevelLoaded check, creating more and more objects with the same script. Have a level load button ins$$anonymous$$d. :D

avatar image BDX777 · Mar 17, 2015 at 10:46 PM 0
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Yeah I tested it like this:

 if(Input.GetButtonDown("Jump"))
         {
             Application.LoadLevel(Application.loadedLevel+1);
         }

Now I understand why this was happening, and why without DontDestroyOnLoad() it would flicker.

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