Floppy Disk icon Middle of my screen when game is running - unity3d

I'm a beginner in unity and programming, I was following a video for making a Flappy Bird game. Everything works perfectly but when I run the game, I get a floppy disk icon middle of the screen and somehing called DontDestroyOnLoad starts working out of nowhere. I couldn't find or understand anything on google when I search for it. I'm posting the screenshots in case anybody wanna see it.
This icon and dontdestroyonload thing only appears when game is being run:

There's a little button in the type right of your scene and game view called "Gizmos", un-toggle that button, should fix your issue.
Also don't worry, Gizmos can only be seen in the Unity Editor for level editing and debugging purposes --> if you were to build the game, for instance on IOS, they would disappear.
(if this doesn't fix your issue, then I would just create a new scene and copy your gameobjects over one-by-one)

I see someone responded about the main part of a problem, but I'll clarify about dontdestroyonload
Don't destroy on load is collection of objects that won't be destroyed when new scene will be loaded, usually objects there come from running them through DontDestroyOnLoad method somewhere in a script, however I noticed that some time ago Unity creators started to put there some stuff related to built-in tools (like debug)

Related

Problem with loading next level in Unity 3D

I have a 3D game, and I added a trigger that loads the next level with a small animation when the player goes through it. It all works fine in Unity editor, but when I build the game it does not load the next level, neither it shows the animation. Any ideas what could be wrong? Thank you!
Hard to say without more detail, but in general it boils down to one of two things. Either the trigger is not firing, or there's a problem with the script.
Try attaching something else to the trigger, maybe something that will enable a disabled GameObject in a position that would be visible when you're hitting this trigger. If that doesn't show up, that tells you the problem is with the trigger.
Otherwise, you have a script issue. The most likely cause is that you're trying to load a scene that isn't listed in the project's Build Settings. Double-check that the scene for the level you're loading is in there, or it won't get built into the project. If the call to LoadScene/LoadSceneAsync is in your script before the call that is running the animation, then if it errors out due to the scene not being available, it would never reach the point where it plays the animation, which would explain what you're seeing.

Script is suddenly unable to find a GameObject in the scene

Last night I was working on my game, and everything seemed to be working perfectly. I added a sprite to my Assets/Sprites folder, then my laptop died. When I plugged it in and turned it back on, the GameObject.Find("Weapon Wheel") line in my PlayerControls script was no longer able to find the weapon wheel object. To my knowledge, no changes to the scene or any scripts were made.
Even stranger, my CommandPattern script also has GameObject.Find("Weapon Wheel"), and is able to find it perfectly fine.
Has anyone experienced the Find function suddenly not working, and if so, found a solution for it?
EDIT: Deleting the player prefab then replacing it with a new one fixed the issue, but I still have no idea why this happened in the first place.
I dunno how ur game is architectured and a direct solution but you can try to create a Gameobject variable in the Playercontrol class and then drag the weapon wheel in the field in the unity overlay

Dynamically instantiated prefabs are invisible

Now I know that this is a common problem and there are so many mistakes that would lead to it, but I have searched and seen all the results and answers in unity forums and other websites, and I'm sure that I don't have any beginner-mistake that would lead to it.
My problem is -Like the title states- that I have a "platform" prefab and I have a script, attached to some game object in the scene, that instantiates a new platform every x seconds. Now, the scripts works and everything is fine, the platforms are instantiated and they are moving and functioning as they should, but I can't see anything from this!
I mean that I can see them in the scene view window, where everything is fine, but in the game view window nothing appears, though I can interact with the platforms, such as landing on them and so on...
check the z depth... your probably instantiating them behind your camera. a good way to check is to start the game, go to scene, and take it out of 2d, then click one of the platforms in the explorer, and check its z value
It is highly possible that they are shown "behind" your background. I was making an android app and my buttons were displayed behind the UI panel. Try to instantiate your platforms as child objects of your panel.

Unity crashes when changing scenes in the editor but not when built

I am currently developing a game for the Vive using Steam VR. After updating to 5.5, Unity is freezing when I try to load into roughly half of my scenes when playing in the editor (I have not made any changes), but when I build and run, Unity does not freeze and everything works as would be expected.
I have gone as far as removing all game objects from a scene and replacing the vive camera rig with a unity camera and clearing all baked data, and even then, when I load into the empty scene the Unity editor will still freeze. This is very strange because I can load into some of my other scenes without them being affected.
One thing that I have noted is that the affected scenes that I can not load into I have heavily been working on in 5.5 and not so much in 5.4, so perhaps there is something there?
All of the scenes use the same prefab for a character controller, and the only scripts in my scenes are attached to that. I am really at a loss here. Any ideas or thoughts about things I can try to resolve this would be much appreciated!
As I stated previously, the game builds and runs completely fine, but the editor in play mode freezes when loading into some of my old scenes, even after removing everything from them and only leaving in a Unity camera object to sum it up.
I also have deleted the library folder and reopened my project with Unity and this did not fix it either.

Unity 3D Undoes changes that I've made

I'm a newcomer to Unity3D development, and, while following a tutorial to make my first game, I noticed that a few steps I kept repeating as I flipped between the Unity application and my browser (chrome), which were both in full screen, certain steps that I had made would occasionally be reversed when I returned.
The two times I noticed it happening, GUISkins and Scripts that I'd added to game objects had been removed.
Has anyone had a similar problem? To prevent this, do I save the scene or the project? Does Unity offer some sort of Autosave function?
Thanks in advance :)
The changes made to the scene while the game is in play mode will not persist. Once you get out of the play mode, the changes made will be reverted.