target | An Object not destroyed on Scene change. |
Do not destroy the target Object when loading a new Scene.
The load of a new Scene destroys all current Scene objects. Call Object.DontDestroyOnLoad to preserve an Object during scene loading. If the target Object is a component or GameObject, Unity also preserves all of the Transform’s children. Object.DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
Object.DontDestroyOnLoad does not return a value.
The following example script uses Object.DontDestroyOnLoad. The example has scene1
which starts playing background music from an AudioSource. The music continues when scene2
loads. Switch between scenes using a button.
To implement this example, create two new Scenes, named scene1
and scene2
. Open scene1
and add the SceneSwap.cs
script to an empty GameObject and name it Menu
. Next, add DontDestroy.cs
to a new GameObject and name it BackgroundMusic
. Add an AudioSource to BackgroundMusic
- Add Component > Audio > Audio Source
- and import an AudioClip into your Project. Assign the AudioClip to the AudioSource’s AudioClip field. Create a tag, call it music
, and add it to BackgroundMusic
. Switch to scene2
. Again add SceneSwap.cs
to a new GameObject and name it Menu
. Save the Project. Return to scene1
and run the Project from the Editor
.SceneSwap.cs
script:
using UnityEngine; using UnityEngine.SceneManagement;
// Object.DontDestroyOnLoad example. // // Two scenes call each other. This happens when OnGUI button is clicked. // scene1 will load scene2; scene2 will load scene1. Both scenes have // the Menu GameObject with the SceneSwap.cs script attached. // // AudioSource plays an AudioClip as the game runs. This is on the // BackgroundMusic GameObject which has a music tag. The audio // starts in AudioSource.playOnAwake. The DontDestroy.cs script // is attached to BackgroundMusic.
public class SceneSwap : MonoBehaviour { private void OnGUI() { int xCenter = (Screen.width / 2); int yCenter = (Screen.height / 2); int width = 400; int height = 120;
GUIStyle fontSize = new GUIStyle(GUI.skin.GetStyle("button")); fontSize.fontSize = 32;
Scene scene = SceneManager.GetActiveScene();
if (scene.name == "scene1") { // Show a button to allow scene2 to be switched to. if (GUI.Button(new Rect(xCenter - width / 2, yCenter - height / 2, width, height), "Load second scene", fontSize)) { SceneManager.LoadScene("scene2"); } } else { // Show a button to allow scene1 to be returned to. if (GUI.Button(new Rect(xCenter - width / 2, yCenter - height / 2, width, height), "Return to first scene", fontSize)) { SceneManager.LoadScene("scene1"); } } } }
DontDestroy.cs
script:
using System.Collections; using System.Collections.Generic; using UnityEngine;
// Object.DontDestroyOnLoad example. // // This script example manages the playing audio. The GameObject with the // "music" tag is the BackgroundMusic GameObject. The AudioSource has the // audio attached to the AudioClip.
public class DontDestroy : MonoBehaviour { void Awake() { GameObject[] objs = GameObject.FindGameObjectsWithTag("music");
if (objs.Length > 1) { Destroy(this.gameObject); }
DontDestroyOnLoad(this.gameObject); } }