Problem with a GUI that reset when the character dies

Hello

I’m currently having a big problem. My GUI just reset everytime the character dies, and i check every other script (and desactivated them) and no one should change this screenGUI.
I know that there is a property but, this property isn’t ticked.

Here is the localScript (but nothing is destroyed):

-- << Services >> --
local Player = game:GetService("Players")
local MarketplaceService = game:GetService("MarketplaceService")
-- << Variables >> --
local player = Player.LocalPlayer
local player_DataRepertory = player.DataRepertory

local data_BetterTime = player_DataRepertory:WaitForChild("BetterTime")
local data_LastTime = player_DataRepertory:WaitForChild("LastTime")
local data_WorseTime = player_DataRepertory:WaitForChild("WorseTime")

local currFolder = script.Parent.ImageLabel
local buttonUnavailable_List = {currFolder.Level2,currFolder.Level3,currFolder.Level4,currFolder.Level5}
local level1_Folder = script.Parent.ImageLabel.LEVEL1

--Get the paths to the buttons and assign them a product ID
local littleDonationsButton, ProductID_little = script.Parent.ImageLabel.DonationsFolder.LittleDonations, 1185628731
local mediumDonationsButton, ProductID_medium = script.Parent.ImageLabel.DonationsFolder.MediumDonations, 1185628948
local bigDonationsButton, ProductID_big = script.Parent.ImageLabel.DonationsFolder.BigDonations, 1185629088
local hugeDonationsButton, ProductID_huge = script.Parent.ImageLabel.DonationsFolder.HugeDonations, 1185629146
local giantDonationsButton, ProductID_giant = script.Parent.ImageLabel.DonationsFolder.GiantDonations, 1185629211

local errorSound = script.Parent.ErrorButtonSound
local successSound = script.Parent.SuccessButtonSound
local mouseHoverSound = script.Parent.MouseHoverSound
local errorMessageDisplay = currFolder.ErrorMessages
-- << Functions >> --
-- << Connections >> --
-- If one of the 3 valueObject has been changed then, acutalized the menu
for i, v in pairs(player_DataRepertory:GetChildren()) do
	v.Changed:Connect(function()
		level1_Folder.lv1_BetterTime.Text = tostring(data_BetterTime.Value)
		level1_Folder.lv1_LastTime.Text = tostring(data_LastTime.Value)
		level1_Folder.lv1_WorseTime.Text = tostring(data_WorseTime.Value)
	end)
end
-- For each button play a sound when the mouse enter the button area
for i, v in pairs(currFolder.DonationsFolder:GetChildren()) do
	v.MouseEnter:Connect(function()
		mouseHoverSound:Play()
	end)
end
-- For each donations button connect the developer product.
littleDonationsButton.Activated:Connect(function()
	successSound:Play()
	MarketplaceService:PromptProductPurchase(Player.LocalPlayer, ProductID_little)
end)
mediumDonationsButton.Activated:Connect(function()
	successSound:Play()
	MarketplaceService:PromptProductPurchase(Player.LocalPlayer, ProductID_medium)
end)
bigDonationsButton.Activated:Connect(function()
	successSound:Play()
	MarketplaceService:PromptProductPurchase(Player.LocalPlayer, ProductID_big)
end)
hugeDonationsButton.Activated:Connect(function()
	successSound:Play()
	MarketplaceService:PromptProductPurchase(Player.LocalPlayer, ProductID_huge)
end)
giantDonationsButton.Activated:Connect(function()
	successSound:Play()
	MarketplaceService:PromptProductPurchase(Player.LocalPlayer, ProductID_giant)
end)

level1_Folder.Level1.MouseEnter:Connect(function()
	mouseHoverSound:Play()
end)
level1_Folder.Level1.Activated:Connect(function()
	successSound:Play()
end)

--For each unavailable button, connect the mouseEnter event and Activated
for k, v in pairs(buttonUnavailable_List) do
	v.MouseEnter:Connect(function()
		mouseHoverSound:Play()
	end)
	v.Activated:Connect(function()
		errorSound:Play()
		errorMessageDisplay.Text = "UNAVAILABLE LEVEL"
		errorMessageDisplay.Visible = true
		wait(3)
		errorMessageDisplay.Visible = false
	end)
end

Hierarchy:
image

Properties:

I don’t know why doesn’t this GUI reset after my character dies.

Thanks you a lot!

try parenting each screenguis outside of the “SpeedObbyGame” folder and enable “enabled”

Hi thanks for your answer, i don’t know how that would be an issues, but i try it, and nothing happen.

I have actualy a solutions to solve this, it’s just to when the screenGui is created if the 3 value are “none” then force to load ones, but the problem is weird.