does your entire scene need to be reloaded? Or perhaps only parts of it? If only parts, then perhaps break your scenes into the static content (which doesn’t reload), and the enemies and player (which does unload / reload). Then you additively load the parts. When you die, unload and reload the player / enemies.
for the loading screen (if you even need it anymore!) you can put that in a separate additively-loaded scene, load it and when all the other scenes finish loading, then unload the loading screen. (say that five times fast)
I almost always break my scenes up into parts. That way I have one “Player Scene” with only the player and enough logic to go away and hide until a spawn point is available, which it will be when the content partial scene loads, and that player scene is what gets reloaded.
This reload-the-player stuff works particularly well when the scene DOES change and takes damage or partially gets completed, and you want the player to continue midway through after death, but want a brand-new player loaded up.
Anyway, I’ve got more scribbles about additive scene loading:
A multi-scene loader thingy:
My typical Scene Loader:
Other notes on additive scene loading:
Timing of scene loading:
Also, if something exists only in one scene, DO NOT MAKE A PREFAB out of it. It’s a waste of time and needlessly splits your work between two files, the prefab and the scene, leading to many possible errors and edge cases.