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Question by nail_safin · Apr 28, 2017 at 04:05 PM · dontdestroyonloadproblemasolution

Unity 5.6.0f2 Don't destroy on load duplicate

Hello!

I have a problem. Here is some code samples:

 public static Inventory instance { get; set; }
     private void Awake()
     {
         if (instance == null)
         {
             instance = this;
         }
         else
         {
             DestroyObject(gameObject);
         }
         DontDestroyOnLoad(this);
 }


     public static Inventory instance { get; set; }
         private void Awake()
         {
             if (instance == null)
             {
                 instance = this;
             }
             else
             {
                 Destroy(gameObject);
             }
             DontDestroyOnLoad(this);
     }

One of these codes is working, and the other is not. I do not know what the problem is and I want to know. The official guide says that you need to use the Destroy method but it does not work for me. I use the DestroyObject method instead Destroy and it's work fine. Who can explain why this happens?

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avatar image _dns_ · Apr 29, 2017 at 02:44 PM 0
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Hi, Destroy is delayed as stated in the doc "Actual object destruction is always delayed until after the current Update loop, but will always be done before rendering" so I prefer using "DestroyImmediate(gameObject)" that will be called right now (EDIT: only in this special scenario). Also, you have to "return;" just after calling Destroy or DestroyImmediate. Another side effect: Unity will call OnDestroy() on the object even if it's the duplicated instance that is destroyed, so be careful with that too if you have some code there. Script execution order can be an issue too: if another component from the same gameobject is executed before this one, it will be executed before the gameobject has a chance to be destroyed, so make sure the script/component containing the DontDestroyOnLoad logic is executed first. Hummm, Unity makes it easier to create than to destroy... makes sense ;-)

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