Making a Gui Texture Continue To Rotate While Loading a Level

I have a rotating gui texture and it works completely, except for whenever the level is loadings (which is when I need it). How can I get a gui texture continue to rotate while the level is loading (I already tried: Application.isLoadingLevel). Here’s my code for your convenience (I found this somewhere else [I didn’t write it] and slightly modified it to my needs).

EDIT: I have an object that doesn’t get deleted when going to another scene, but when I go back to that seen there is a duplicate. I know why this happens but how can I fix it? (It has the same name and everything, so it’s pretty confusing).

using UnityEngine;

[ExecuteInEditMode()] 
public class RotatableGuiItem : MonoBehaviour
{
public Texture2D texture = null;
public float angle = 0;
public bool spin = true;
public Vector2 size = new Vector2(128, 128);

//this will overwrite the items position
public AlignmentScreenpoint ScreenpointToAlign = AlignmentScreenpoint.TopLeft;
public Vector2 relativePosition = new Vector2(0, 0);

Vector2 pos = new Vector2(0, 0);

Rect rect;
Vector2 pivot;

void Update()
{	
	if(spin)
	{
		angle++;
	}  
}

void Start() 
{
    UpdateSettings();
}

void UpdateSettings()
{
    Vector2 cornerPos = new Vector2(0, 0);

    //overwrite the items position
    switch (ScreenpointToAlign)
    {
       case AlignmentScreenpoint.TopLeft:
         cornerPos =new Vector2(0, 0);
         break;
       case AlignmentScreenpoint.TopMiddle:
         cornerPos =new Vector2(Screen.width/2, 0);
         break;
       case AlignmentScreenpoint.TopRight:
         cornerPos = new Vector2(Screen.width, 0);
         break;
       case AlignmentScreenpoint.LeftMiddle:
         cornerPos = new Vector2(0, Screen.height / 2);
         break;
       case AlignmentScreenpoint.RightMiddle:
         cornerPos = new Vector2(Screen.width, Screen.height / 2);
         break;
       case AlignmentScreenpoint.BottomLeft:
         cornerPos = new Vector2(0, Screen.height);
         break;
       case AlignmentScreenpoint.BottomMiddle:
         cornerPos = new Vector2(Screen.width/2, Screen.height);
         break;
       case AlignmentScreenpoint.BottomRight:
         cornerPos = new Vector2(Screen.width, Screen.height);
         break;
       default:
         break;
    }

    pos = cornerPos + relativePosition;
    rect = new Rect(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f, size.x, size.y);
    pivot = new Vector2(rect.xMin + rect.width * 0.5f, rect.yMin + rect.height * 0.5f);
}

void OnGUI()
{
    if (Application.isEditor)
    {
       UpdateSettings();
       spin = true;
    }

    Matrix4x4 matrixBackup = GUI.matrix;
    GUIUtility.RotateAroundPivot(angle, pivot);
    GUI.DrawTexture(rect, texture);
    GUI.matrix = matrixBackup;
}

public enum AlignmentScreenpoint
{
    TopLeft, TopMiddle, TopRight,
    LeftMiddle, RightMiddle,
    BottomLeft, BottomMiddle, BottomRight
}
}

Okay I made it load another scene so it can load in the background, thanks!

Originally Submitted By Mizuho:

How to speed up and smooth over any load times on iPhone (preloading, animated loading screens etc) - Questions & Answers - Unity Discussions? Script updates apparently die when you call LoadLevel(), which I assume is when you want this to run.