Bird
Raised Fist0
Unityframework~10 mins

DontDestroyOnLoad usage in Unity - Interactive Code Practice

Choose your learning style10 modes available
Practice - 5 Tasks
Answer the questions below
1fill in blank
easy

Complete the code to prevent the GameObject from being destroyed when loading a new scene.

Unity
void Awake() {
    [1](gameObject);
}
Drag options to blanks, or click blank then click option'
ADestroy
BDontDestroyOnLoad
CLoadScene
DInstantiate
Attempts:
3 left
💡 Hint
Common Mistakes
Using Destroy instead of DontDestroyOnLoad
Calling LoadScene inside Awake
Forgetting to pass the GameObject as parameter
2fill in blank
medium

Complete the code to ensure only one instance of the GameObject persists using DontDestroyOnLoad.

Unity
void Awake() {
    if (FindObjectsOfType<[1]> ().Length > 1) {
        Destroy(gameObject);
    } else {
        DontDestroyOnLoad(gameObject);
    }
}
Drag options to blanks, or click blank then click option'
AGameManager
BTransform
CRigidbody
DCamera
Attempts:
3 left
💡 Hint
Common Mistakes
Using a Unity component like Transform instead of the script class
Not checking the length of found objects
Not calling Destroy on duplicates
3fill in blank
hard

Fix the error in the code that tries to use DontDestroyOnLoad incorrectly.

Unity
void Start() {
    [1];
}
Drag options to blanks, or click blank then click option'
ADontDestroyOnLoad
BDestroy
CDontDestroyOnLoad(gameObject)
DDontDestroyOnLoad(this.gameObject)
Attempts:
3 left
💡 Hint
Common Mistakes
Passing 'this' instead of 'this.gameObject'
Calling DontDestroyOnLoad without parameters
Using Destroy instead of DontDestroyOnLoad
4fill in blank
hard

Fill both blanks to create a singleton pattern that uses DontDestroyOnLoad correctly.

Unity
public class GameManager : MonoBehaviour {
    private static GameManager [1];

    void Awake() {
        if ([2] != null && [2] != this) {
            Destroy(gameObject);
            return;
        }
        [2] = this;
        DontDestroyOnLoad(gameObject);
    }
}
Drag options to blanks, or click blank then click option'
Ainstance
BgameObject
Cthis
Dmanager
Attempts:
3 left
💡 Hint
Common Mistakes
Using different variable names for check and assignment
Using 'gameObject' instead of the static instance variable
Not making the variable static
5fill in blank
hard

Fill all three blanks to complete the code that prevents multiple instances and uses DontDestroyOnLoad.

Unity
public class AudioManager : MonoBehaviour {
    private static AudioManager [1];

    void Awake() {
        if ([2] != null && [2] != this) {
            [3](gameObject);
            return;
        }
        [2] = this;
        DontDestroyOnLoad(gameObject);
    }
}
Drag options to blanks, or click blank then click option'
Ainstance
CDestroy
DDontDestroyOnLoad
Attempts:
3 left
💡 Hint
Common Mistakes
Using DontDestroyOnLoad instead of Destroy to remove duplicates
Using different variable names for the static instance
Not making the variable static

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
Recommended

Ready to prove it?

Pass the test and this pattern moves unknown strong while earning +1 Grip toward your certificate.

10 questions~5 mineasy hard