Help with Ingame Objects Destroying after Loadscreen

Hi, I am getting a couple of errors, I would really like to get fixed.

I have three game scenes, loading screen, main menu, and ingame.

Problem is, when I run my ingame scene from the loading screen, my players arms and weapon disappear, and are not useable. Though, they still appear in the hotbar.

It runs fine, as intended —> when running from the ingame scene, but if I attempt to enter the ingame scene from a loading screen or main menu scenes —> I get this message in console.

Your script should either check if it is null or you should not destroy the object.
UnityEngine.Component.GetComponent[PlayerEventHandler] () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/ComponentBindings.gen.cs:48)
UltimateSurvival.PlayerBehaviour.get_Player () (at Assets/Ultimate Survival/Scripts/By Namespace/UltimateSurvival/Event System/Behaviours/PlayerBehaviour.cs:24)
UltimateSurvival.FPManager.Try_ChangeEquippedItem (UltimateSurvival.SavableItem item, Boolean instantly) (at Assets/Ultimate Survival/Scripts/By Namespace/UltimateSurvival/Player/First Person/FPManager.cs:98)
UltimateSurvival.Attempt`2[UltimateSurvival.SavableItem,System.Boolean].Try (UltimateSurvival.SavableItem arg1, Boolean arg2) (at Assets/Ultimate Survival/Scripts/By Namespace/UltimateSurvival/Event System/Types/Attempt.cs:153)
UltimateSurvival.GUISystem.Hotbar.TrySelectSlot (Int32 index) (at Assets/Ultimate Survival/Scripts/By Namespace/UltimateSurvival.GUISystem/Gameplay/Others/Hotbar.cs:134)
UltimateSurvival.GUISystem.Hotbar+<Start>c__Iterator0.MoveNext () (at Assets/Ultimate Survival/Scripts/By Namespace/UltimateSurvival.GUISystem/Gameplay/Others/Hotbar.cs:75)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)```

where such ^^^^ this part of the system is not happy.

I don't know what to do, I have been wracking my brain all day.

I am less than amateur at C# but I have determination to make this work ---- I just really don't understand whats happening or causing it to be destroyed.

Here I think is the problem code, this GetComponent.

using UnityEngine;

namespace UltimateSurvival
{
    /// <summary>
    ///
    /// </summary>
    public class PlayerBehaviour : EntityBehaviour
    {
        /// <summary></summary>
        public PlayerEventHandler Player
        {
            get
            {
                if (GameObject.Find("Player") != null)
                {
                    Debug.Log("get one");
                }
                else
                {
                    Debug.Log("not there");
                }
                if (!m_Player)
                    m_Player = GetComponent<PlayerEventHandler>();
                if(!m_Player)
                    m_Player = GetComponentInParent<PlayerEventHandler>();
               
                return m_Player;
            }
        }

        private PlayerEventHandler m_Player;
    }
}

Help is much appreciated

Problem Solved, I had some //DontDestroyOnLoad(gameObject); tags from an interface script messing around.

Hello. I have the eact same problem, can you help me to solve it out?