public void Start() { if (instance != null) { Destroy(this.gameObject); return; } instance = this; GameObject.DontDestroyOnLoad(this.gameObject); if (music.isPlaying) { return; } music.Play(); }
// Use this for initialization void Awake() { DontDestroyOnLoad(this); if (MusicInstance == null) { MusicInstance = this; Debug.Log("Background music instance set"); } else { Debug.Log("destroyed"); Destroy(this.gameObject); return; } }
private void Awake() { #region Make Singleton //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); #endregion }
void Start() { spawnPoint = GameObject.Find("SpawnPointHolder").GetComponent<DontDestroyScript>(); fire = platform.transform.Find("Torch/Fire").particleSystem; }
private void Awake() { dontDestroy = GameObject.Find("DontDestroyObj").GetComponent <DontDestroyScript>(); }