Now, to save the object you'll have to usethis.DontDestroyOnLoad();instead of the normalDontDestroyOnLoad(this);
EDIT:
I started looking into this and found that setting a GameObject's hideflags toHideFlags.DontSavemeans (as far as I can tell) the same thing as DontDestroyOnLoad, except that none of Unity's functions (Update, etc.) are called. The one with hideflags might also leak if not destroyed manually...
Finding GameObjects with its hideFlags set to DontSave is trivial.