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Question by Long2904 · Sep 10, 2021 at 07:53 AM · gameobjectaudiosourcedontdestroyonloadpoolinghideflags

DontDestroyOnLoad vs Hideflags.DontSave

What's the difference between DontDestroyOnLoad vs Hideflags.DontSave. I have an audio system in form of a scriptable object. It has some functions like PlaySfx or PlayMusic that other objects can call. When the game first starts, the scriptable object will create a placeholding game object to hold an AudioSource component. So it's obvious that I want this game object to be persistent for the hold game. Should I use DontDestroyOnLoad or Hideflags.DontSave in this example? Another situation that I may have is my pooling system. I want to allocate many objects at the beginning of the game and need it to stay persistent across all scenes. What's should I use in this instance?

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Answer by logicandchaos · Sep 10, 2021 at 03:51 PM

ScriptableObjects persist on their own, you don't need to use Don'tDestroyOnLoad or Hideflags.DontSave

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avatar image Long2904 · Sep 11, 2021 at 11:43 AM 0
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If you read the question carefully, you would see that I said I create a placeholding "game object" that has an AudioSource component. And I want this game object to be persisted across all scenes.

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