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Component Module — UGTK

Persistent Component

Summary

The Persistent Component allowing the component to persist across specific scenes, with controls for maximum instances and destruction if not in persistent scenes.


Content


Modules Dependencies

The Persistent Component module requires the following dependencies:

Ensure that these dependencies are correctly imported and configured in your project.


Setup

Add the Mn_PersistentComponent component to your GameObject.

This component will manage the persistence of the object across scenes.


How To Use

To use the Persistent Component, follow these steps: - Set the amount of the same component with same Owner(See Generic Component) that you want to be persistent. - Set if you want to check in all loaded scenes or only in some specific scenes defined in the Persistent Scenes list.


Test Scene


Testing Scene

Open FirstPersistentScene in the module's Debug/ folder.

What to do, in order:

  1. Press play in FirstPersistentScene and let the persistent object appear.
  2. Load SecondPersistentScene and check the object is still there, once.
  3. Go back to the first scene and look again.

Step 3 is the test that matters. A persistent object that is also placed in the first scene gets created a second time on the way back, and you end up with two — usually noticed much later, as a duplicated manager or a sound playing twice.

The recording is the Hierarchy, which is where this component is visible at all: with the editor stopped PersistentObject sits inside FirstPersistentScene, and the moment the game starts it is gone from there and listed under DontDestroyOnLoad instead. Nothing changes on screen - that is the point of it, and also why it is worth watching the Hierarchy rather than the game.


Technical Info

The Persistent Component is designed to manage the persistence of components across scenes. It provides the following features:

Scripts:


© 2026 Marcello De Bonis. All rights reserved

Real dependenciesOpen in the map →

Depends on 1

Used by 1

Measured from the repository: code references (asmdef) plus prefab and asset GUIDs. Importing this module alone brings in 1 module in total.