Objects stop rotating when I go a scene, and then back to the original

Okay! This is kind of long but I will try to be concise:

Scene 0 has this script on a cube to make it randomly rotate:

function Start ()

{

 var v3 = Vector3(Random.Range(-50.0, 50.0), Random.Range(-50.0, 50.0), Random.Range(-50, 50));
 GetComponent.<Rigidbody>().AddTorque(v3 * 2);
 
}

Then in Scene 1 this script brings me back to Scene 0:

 #pragma strict
 
 function LoadScene ()
 {
     Application.LoadLevel("scene0");
 }

So if the LoadLevel Script is in Scene 1, it brings me back to Scene 0 and the cube is at its default position, NOT rotating.

However, if I put the the LoadScene in Scene 0, run it, it will keep rotating with a new random rotation.

I have tried switching the rotation to a Function Update, FixedUpdate none worked.

That’s because you’re just going to another scene and nothing was save.
basically what I’m saying is you did something on scene 0, didn’t save anything went to scene 1 who wants to go back to scene 0 and since nothing was saved it wounded up to a default. Try using PlayerPrefs. Unity - Scripting API: PlayerPrefs

Its a very awesome feature of Unity Scripts that lets you save an Int, Float and a String

I don’t know if this will work but the idea is there,
in your Scene0 save your v3 with this

    PlayerPrefs.SetFloat("v3",v3);
//I don't know either if the v3 returns a String or a Float or an Int. just change if its not Float.

this should be the correct term to get that random rotation

GetComponent.<Rigidbody>().AddTorque(PlayerPrefs.GetFloat("v3") * 2);