Question Regarding Don'tDestroyOnLoad Object

Hi, I want to ask one thing, I have some objects that attached with the script of Don’tDestroyOnLoad scripts so that the objects will brought to other scene… But I want a certain scene to not have that don’tdestroyonload objects, so i have been searching and found the code working but the problem is once I return to that certain scene all the button at there won’t work anymore like being stuck or being trampled by invisible panel so i can’t touch anything…
Here the code for one of my objects

public class CameraCon : MonoBehaviour {

	public Transform target;
	public float mspeed;
	Camera mycam;

	private static bool camExists;
	public static int menuScreenBuildIndex;

	// Use this for initialization
	void Start () {
	
		DontDestroyOnLoad (transform.gameObject);
		mycam = GetComponent<Camera> ();

		if(!camExists)
		{
			camExists = true;
			DontDestroyOnLoad (transform.gameObject);
		} else {
			Destroy (gameObject);
		}
		SceneManager.activeSceneChanged += DestroyOnMenuScreen;

	}
	
	// Update is called once per frame
	void Update () {

		if (target){

			transform.position = Vector3.Lerp (transform.position, target.position, mspeed) + new Vector3 (0, 0, -10);
		}
		
	}

	void DestroyOnMenuScreen(Scene oldScene, Scene newScene)
	{
		if (newScene.buildIndex == menuScreenBuildIndex)
		{
			Destroy (gameObject);
		}
	}
}

I hope everyone can give me a solution on how to destroy the objects on certain scene
For Example Case : I made an 2D RPG game with some objects that i don’t want to destroyonload but I want to destroy it when I return to the main menu from pause and when I back to my game again, I want everything back to normal again like usual… (Probably might include saving or loading system that i still don’t understand so much)

Hi!

You can check if something is “between” the cursor and the button.
In the editor select the event system from the hierarchy, and in the inspector, you can see what the cursor is pointing at. Its called Pointerenter, i think.