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Unityframework~8 mins

DontDestroyOnLoad usage in Unity - Performance & Optimization

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Performance: DontDestroyOnLoad usage
MEDIUM IMPACT
This affects how game objects persist across scene loads, impacting memory usage and scene load performance.
Keeping a game manager object alive across multiple scene loads
Unity
void Awake() {
  if (FindObjectsOfType<GameManager>().Length > 1) {
    Destroy(this.gameObject);
    return;
  }
  DontDestroyOnLoad(this.gameObject);
}
Prevents duplicate objects by destroying extras, keeping memory and CPU usage stable.
📈 Performance GainMemory usage remains constant; scene load times stay consistent
Keeping a game manager object alive across multiple scene loads
Unity
void Awake() {
  DontDestroyOnLoad(this.gameObject);
}

// No check for duplicates, so multiple instances accumulate after scene reloads
Multiple instances of the same object accumulate, increasing memory and CPU usage unnecessarily.
📉 Performance CostIncreases memory usage linearly with each scene load; can cause slow scene transitions
Performance Comparison
PatternDOM OperationsReflowsPaint CostVerdict
DontDestroyOnLoad without duplicate checkN/AN/AN/A[X] Bad
DontDestroyOnLoad with duplicate checkN/AN/AN/A[OK] Good
Rendering Pipeline
DontDestroyOnLoad affects the scene management phase by keeping objects alive beyond scene unloads, which means the rendering pipeline must handle these persistent objects each frame.
→Scene Management
→Memory Management
→Rendering
⚠️ BottleneckMemory Management due to accumulating objects if not handled properly
Optimization Tips
1Always check for existing instances before calling DontDestroyOnLoad.
2Destroy duplicate persistent objects to avoid memory leaks.
3Use Unity Profiler to monitor memory and object counts during scene loads.
Performance Quiz - 3 Questions
Test your performance knowledge
What is a common performance issue when using DontDestroyOnLoad without safeguards?
AMultiple copies of the same object accumulate, increasing memory use
BThe object is destroyed too early causing errors
CThe object causes the scene to reload infinitely
DThe object disables rendering of other objects
DevTools: Profiler
How to check: Open Unity Profiler, load scenes multiple times, and watch memory usage and object count in Hierarchy.
What to look for: Increasing memory or growing number of persistent objects indicates missing duplicate checks.

Practice

(1/5)
1. What is the main purpose of using DontDestroyOnLoad in Unity?
easy
A. To pause the game during scene loading
B. To destroy a GameObject immediately
C. To load a new scene asynchronously
D. To keep a GameObject alive when switching scenes

Solution

  1. Step 1: Understand what DontDestroyOnLoad does

    This method prevents a GameObject from being destroyed when a new scene loads.
  2. Step 2: Identify the purpose in scene management

    It keeps important objects like music players or managers alive across scenes.
  3. Final Answer:

    To keep a GameObject alive when switching scenes -> Option D
  4. Quick Check:

    DontDestroyOnLoad keeps objects alive = A [OK]
Hint: Remember: DontDestroyOnLoad means object stays between scenes [OK]
Common Mistakes:
  • Thinking it destroys objects instead of preserving them
  • Confusing it with scene loading functions
  • Assuming it pauses the game
2. Which of the following is the correct way to use DontDestroyOnLoad in a Unity script?
easy
A. DontDestroyOnLoad(this);
B. DontDestroyOnLoad(Scene);
C. DontDestroyOnLoad(gameObject);
D. DontDestroyOnLoad(SceneManager);

Solution

  1. Step 1: Identify the correct parameter for DontDestroyOnLoad

    The method requires a GameObject to keep alive, usually referenced as gameObject in scripts.
  2. Step 2: Check each option

    DontDestroyOnLoad(gameObject); uses gameObject, which is correct. DontDestroyOnLoad(this); uses this (the script), which is incorrect. Options B and C use unrelated types.
  3. Final Answer:

    DontDestroyOnLoad(gameObject); -> Option C
  4. Quick Check:

    Use gameObject with DontDestroyOnLoad = D [OK]
Hint: Use gameObject, not this or Scene, with DontDestroyOnLoad [OK]
Common Mistakes:
  • Passing 'this' instead of 'gameObject'
  • Trying to pass Scene or SceneManager objects
  • Calling DontDestroyOnLoad without parameters
3. Consider this Unity C# script attached to a GameObject:
void Awake() {
    DontDestroyOnLoad(gameObject);
}

void Start() {
    Debug.Log("Object alive");
}
What will happen when the scene changes?
medium
A. The GameObject will persist and "Object alive" will print once
B. The GameObject will be destroyed and "Object alive" will not print again
C. The GameObject will persist and "Object alive" will print every scene load
D. The GameObject will be duplicated on each scene load

Solution

  1. Step 1: Understand when Awake and Start run

    Awake runs once when the object is created. Start runs once after Awake. Both run only once per object lifetime.
  2. Step 2: Effect of DontDestroyOnLoad on scene change

    The GameObject is kept alive across scenes, so Awake and Start do not run again on scene load.
  3. Final Answer:

    The GameObject will persist and "Object alive" will print once -> Option A
  4. Quick Check:

    DontDestroyOnLoad keeps object alive, Awake/Start run once = A [OK]
Hint: Awake/Start run once; object stays alive with DontDestroyOnLoad [OK]
Common Mistakes:
  • Thinking Start runs on every scene load
  • Assuming object duplicates on scene change
  • Believing object is destroyed on scene change
4. You wrote this code in a Unity script:
void Start() {
    DontDestroyOnLoad(this);
}
What is the problem and how to fix it?
medium
A. Error: DontDestroyOnLoad must be called in Awake, not Start
B. Error: 'this' is not a GameObject; fix by using DontDestroyOnLoad(gameObject);
C. No problem; code works fine as is
D. Error: DontDestroyOnLoad requires a Scene parameter

Solution

  1. Step 1: Identify the parameter type for DontDestroyOnLoad

    DontDestroyOnLoad requires a GameObject, but 'this' refers to the script instance, not the GameObject.
  2. Step 2: Correct the parameter

    Use gameObject to pass the GameObject the script is attached to.
  3. Final Answer:

    Error: 'this' is not a GameObject; fix by using DontDestroyOnLoad(gameObject); -> Option B
  4. Quick Check:

    DontDestroyOnLoad needs gameObject, not this = C [OK]
Hint: Pass gameObject, not this, to DontDestroyOnLoad [OK]
Common Mistakes:
  • Passing 'this' instead of 'gameObject'
  • Thinking DontDestroyOnLoad must be in Awake only
  • Passing wrong types like Scene or SceneManager
5. You want to keep a music player GameObject alive across scenes but avoid duplicates if the scene reloads. Which code snippet correctly implements this using DontDestroyOnLoad?
hard
A. void Awake() { if (FindObjectsOfType<MusicPlayer>().Length > 1) { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); } }
B. void Awake() { DontDestroyOnLoad(gameObject); }
C. void Start() { Destroy(gameObject); DontDestroyOnLoad(gameObject); }
D. void Awake() { Destroy(gameObject); }

Solution

  1. Step 1: Understand the problem of duplicates

    Using DontDestroyOnLoad alone keeps the object alive, but reloading the scene creates duplicates.
  2. Step 2: Use a check to destroy duplicates

    void Awake() { if (FindObjectsOfType<MusicPlayer>().Length > 1) { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); } } checks if more than one MusicPlayer exists and destroys the extra one, preventing duplicates.
  3. Step 3: Verify other options

    void Awake() { DontDestroyOnLoad(gameObject); } keeps duplicates. void Start() { Destroy(gameObject); DontDestroyOnLoad(gameObject); } destroys then calls DontDestroyOnLoad (wrong order). void Awake() { Destroy(gameObject); } destroys always.
  4. Final Answer:

    void Awake() { if (FindObjectsOfType<MusicPlayer>().Length > 1) { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); } } -> Option A
  5. Quick Check:

    Check duplicates before DontDestroyOnLoad to avoid duplicates = B [OK]
Hint: Check existing objects before DontDestroyOnLoad to prevent duplicates [OK]
Common Mistakes:
  • Not checking for duplicates causing multiple music players
  • Destroying object before calling DontDestroyOnLoad
  • Calling DontDestroyOnLoad without duplicate check
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