Scene Loading:
Application.loadlevel (Application.loadedlevel); Recall scene
Application.loadlevel (0); Call the scene you placed in the settings, adjust the order of your
Preserves the currently specified object after the scene is loaded, leaving it to the next scene:
Dontdestroyonload (Transform.gameobject);
End Game:
Application.Quit ();
// is to control whether an object is rendered or displayed on the screen and the object is actually still present Gameobject.destroy () ,which is still present when the object itself is invisible. A component that removes an object or object represents the destruction of the object . Actually, the memory of the object is not released immediately but the memory resource is freed in the next scenario, that is, you are destroy in a scene. The memory resources of the object are actually released in the C scene (this is my experience Do not know the understanding of the errorgameobject.active // whether to deactivate the object in the scene in your gameobject.active =false You can't find the object in the scene with Find // If the object has a sub-object you need to use setactiverecursively (false) to control whether the object is deactivated in the scene (recursive)
Reference from: http://blog.csdn.net/fzhlee/article/details/8687712
Several methods of unity scene loading and object disappearing