I had set up a Lives Controller script that initializes the amount of lives to 2, so you have 3 balls (0 counts).
Update: This was simpler than I was making it. I had to add a public variable to the Music Player script (it’s the only script that just loads once) and then modify that with my textController script, which is set to my UI levelNumberText (to update the on-screen info). I’ll rename it something like gameInitializer. My loseCollider script sets musicPlayer.lives back to 2 and calls changeLives() from the LivesController script, which takes one away from musicPlayer.lives and resets the ball. I think that describes it well enough for people to reproduce. Let me know if it doesn’t.
Update: I reset gameStart.lives on the LoseCollider script when the lives are 0. I also put a WinLives script on the win screen that resets the gameStart.lives variable (renamed MusicPlayer to GameStart). This way you don’t start with 0 lives if you play again.