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Question by jmparavicini · Oct 10, 2014 at 11:02 PM · instantiatedontdestroyonloadduplicate

DontDestroyOnLoad duplicate solve test failed.

Hello everyone

I have 2 script and im trying that the dontdestroyonload doesnt duplicate the objects when i come back to the first scene i tried to count the tag of the object and if its zero the it should instantiate a prefab but i didnt work here are my scripts

The duplicate solver: #pragma strict

 var audio2 : GameObject;
 var clonedObject : Transform;
 var audioCounter : int;
 
 function Update () 
 {
     audioCounter = GameObject.FindGameObjectsWithTag("audio");
     
     if(audioCounter == 1)
         {
             Instantiate(audio2, clonedObject.transform.position, transform.rotation);
         }
 }

and the script with the dontdestroyonload

 #pragma strict
 
 function Start () {
 
 }
 
 function Update () 
 {
     DontDestroyOnLoad(this);
     
     if(Application.loadedLevel <= 1)
     {
         audio.volume = MenuMastering.myVolume;
     }
     if(Application.loadedLevel == 2)
     {
         audio.volume = 0;
     }
 }

if anyone can tell me how i can make the gameobject with the second script not to be duplictaed it would be very apreciatet and if someone posts a singleton pattern link or script please let it be in java i dont know c#.

thanks in advance skullbeats1

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Answer by AmmarAlsharekh · Jan 09, 2015 at 07:21 AM

    public static bool IsPlay = false;
     // Use this for initialization
     public string KillOnLevel;
 
     void Start()
     {

         if (!IsPlay)
         {
             DontDestroyOnLoad(this.gameObject);
             IsPlay = true;
             audio.Play();
         }
         else
         {
             Destroy(this);
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         //Debug.Log("Run");
         if (Application.loadedLevelName == KillOnLevel)
         {
             audio.Stop();
             IsPlay = false;
             Destroy(this);
         }
     }
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