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Question by wsgb · Nov 10, 2015 at 05:37 AM · destroy objectsingletondestroygameobjectpersistence

GameControl always null?

Hi, I don't know what is wrong with my destroy portion of the below code. I'm trying to have only 1 GameControl persist throughout the scenes. It seems that every time I switch back to this scene, my GameControl is read as null and a new GameControl is generated and I end up having more than 1 GameControl persisting.

For reference: I tried to port the code from 18:24 to JavaScript from this https://www.youtube.com/watch?v=yxziv4ISfys

Please advise.

 #pragma strict
 
 var control : GameControl;
 
 function Awake () {
 Debug.Log("GameControl runs");
 
     if (control == null)
     {
         DontDestroyOnLoad(gameObject);
         control = this;
         Debug.Log(control);
     } else if (control != this)
     {
         Destroy(gameObject);
         Debug.Log("Destroy?");
     }
 }
 
 function Update () {

 }
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Answer by wsgb · Nov 10, 2015 at 10:08 AM

I had to initiate the GameControl as "static var control : GameControl;" so that the value can persist throughout all scenes rather than recreate itself each time with the referenced value in the script.

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