ToolBox singleton nullreferenceexception on reloading scene

Hi , i m trying singleton for the first time and i cant get rid of the null ref exception on reloading of the scene , i saw post where people get already destroyed problem with application quit , but it s not the same i get

so i have the toolbox setup

using UnityEngine;
using System.Collections;

public class Toolbox : Singleton<Toolbox> {
	protected Toolbox () {} // guarantee this will be always a singleton only - can't use the constructor!
 
	//public string myGlobalVar = "whatever";
 	public bool allRaycastDebugOn = false;
 	public bool allRaycastDepth = false;
 	public bool RandomSeed = false;
 	public string seed ;
	//public Language language = new Language();
 
	void Awake () {
		// Your initialization code here

	}
 
	// (optional) allow runtime registration of global objects
	static public T RegisterComponent<T> () where T: Component {
		return Instance.GetOrAddComponent<T>();
	}
}

the singleton

using UnityEngine;
using System.Collections;
 
/// <summary>
/// Be aware this will not prevent a non singleton constructor
///   such as `T myT = new T();`
/// To prevent that, add `protected T () {}` to your singleton class.
/// 
/// As a note, this is made as MonoBehaviour because we need Coroutines.
/// </summary>
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
	private static T _instance;
 
	private static object _lock = new object();
 
	public static T Instance
	{
		get
		{
			if (applicationIsQuitting) {
				Debug.LogWarning("[Singleton] Instance '"+ typeof(T) +
					"' already destroyed on application quit." +
					" Won't create again - returning null.");
				return null;
			}
 
			lock(_lock)
			{
				if (_instance == null)
				{
					_instance = (T) FindObjectOfType(typeof(T));
 
					if ( FindObjectsOfType(typeof(T)).Length > 1 )
					{
						Debug.LogError("[Singleton] Something went really wrong " +
							" - there should never be more than 1 singleton!" +
							" Reopenning the scene might fix it.");
						return _instance;
					}
 
					if (_instance == null)
					{
						GameObject singleton = new GameObject();
						_instance = singleton.AddComponent<T>();
						singleton.name = "(singleton) "+ typeof(T).ToString();
 
//						DontDestroyOnLoad(singleton);
// 
						Debug.Log("[Singleton] An instance of " + typeof(T) + 
							" is needed in the scene, so '" + singleton +
							"' was created with DontDestroyOnLoad.");
					} else {
//						DontDestroyOnLoad(_instance.gameObject);
//						
						Debug.Log("[Singleton] Using instance already created: " +
							_instance.gameObject.name);
					}
				}
 
				return _instance;
			}
		}
	}
 
	private static bool applicationIsQuitting = false;
	/// <summary>
	/// When Unity quits, it destroys objects in a random order.
	/// In principle, a Singleton is only destroyed when application quits.
	/// If any script calls Instance after it have been destroyed, 
	///   it will create a buggy ghost object that will stay on the Editor scene
	///   even after stopping playing the Application. Really bad!
	/// So, this was made to be sure we're not creating that buggy ghost object.
	/// </summary>
	public void OnDestroy () {
		applicationIsQuitting = true;
	}
}

the methodeextention

using UnityEngine;
using System.Collections;

static public class MethodExtensionForMonoBehaviourTransform {
	/// <summary>
	/// Gets or add a component. Usage example:
	/// BoxCollider boxCollider = transform.GetOrAddComponent<BoxCollider>();
	/// </summary>
	static public T GetOrAddComponent<T> (this Component child) where T: Component {
		T result = child.GetComponent<T>();
		if (result == null) {
			result = child.gameObject.AddComponent<T>();
		}
		return result;
	}
}

first script to get the seed string from my toolbox

using UnityEngine;
using System.Collections;

public class ToolBoxTester : MonoBehaviour {

	// Use this for initialization
	void Start () {
		//Toolbox toolbox = Toolbox.Instance;
		print("seed = " + Toolbox.Instance.seed);
	}
	
	// Update is called once per frame
	void Update () {
	
	}
}

and a script that restart the scene on keypress

using UnityEngine;
using System.Collections;

public class RestartGame : MonoBehaviour {

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
		if(Input.GetKeyDown(KeyCode.N)){UnityEngine.SceneManagement.SceneManager.LoadScene(PlayerPrefs.GetInt("currentscenesave"));}//Application.LoadLevel(0);}
	}
}

at start everything is fine , i get my seed printed out but ;
when i press the reloadmyscene button i get the error

NullReferenceException: Object reference not set to an instance of an object
ToolBoxTester.Start () (at Assets/Scripts/ToolBoxTester.cs:9)

my question is , what should i do to not get this error

thanks

[EDIT]

i have the feeling that my problem is related to
if (applicationIsQuitting) {return null;} in the singleton ; i m tempted to cut it out of the code , but then i dont know how i would be able to detect if i have a buggy ghost object in my scene .

[/EDIT]

this is a duplicate

the last answer by JASlaughter is working