private void Awake() { if (instance == null) { instance = this; // In first scene, make us the singleton. DontDestroyOnLoad(gameObject); } else if (instance != this) { Destroy(gameObject); // On reload, singleton already set, so destroy duplicate. } }
void Awake() { // Set instance if doesn't exist if (!instance) { instance = this; } else // prevent duplicate { Destroy(this.gameObject); return; } DontDestroyOnLoad(this.gameObject); }
void Awake() { if (!instance) { instance = this; } else { Destroy(this.gameObject); return; } DontDestroyOnLoad(this.gameObject); }
void Awake() { //Exception handling setting an instance if there is none if (!instance) { instance = this; } else { Destroy(this.gameObject); return; } DontDestroyOnLoad(this.gameObject); }
// For sake of example, assume -1 indicates first scene //public int prevScene = -1; void Awake() { // If we don't have an instance set - set it now if (!instance) { instance = this; } // Otherwise, its a double, we dont need it - destroy else { Destroy(this.gameObject); return; } DontDestroyOnLoad(this.gameObject); }
void Awake() { //If we don't have an instance set - set it now if (!instance) { instance = this; } //Otherwise, its a double, we dont need it - destroy else { Destroy(this.gameObject); return; } //Makes the object permanent so that we can always check to see what scene the user came from previously even though we changed the scene. DontDestroyOnLoad(this.gameObject); }