Don't destroy,Don't destroy bug

I have a network manager object which aphas the dontdestroyonload added but when I go back to the first level I get more instances. I want to keep the dontdestroyonlod but just have it that there is only one object. Anyone know how to fix this. C#,

I get around this by having a script create the object instead of manually placing it in the scene. The you can attach the script to the camera or something and have it check whether the object already exists(every time after the first time), and only create it if it doesn’t.