Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by heyhujiao · Dec 10, 2015 at 03:22 PM · 2d gamedestroyinstatiate

Does not Destroy instance of Game Object

I tried to destroy the instance of the game object but it just doesnt work. Basically I am trying to create instances of cloud and lightning which strikes the player at random intervals. I assigned the cloudAndLightning gameobject to be my prefab which is my cloud and lightning game objects. HELPPPP!!!!

 public class KillObjectGenerator : MonoBehaviour {
 
 
     public float randomTimeDelay;
     public GameObject cloudAndLightning;
     private Vector2 newPosition;
     public float spawnTime = 3.0f;
     public bool isSpawned = false;
     private float randomX;
     private float x;
     private float y;
     public GameObject justDisappearAlr;
 
     void Start()
     {
         randomTimeDelay = Random.Range(3.0f, 6.0f);
 
         // Start calling the Spawn function repeatedly after a delay.
         InvokeRepeating("Generator", randomTimeDelay, spawnTime);
     }
 
    void spawnNewPosition()
     {
         float randomX = Random.Range(-4.7f, 3.6f);
         float y = 4.3f;
         newPosition = new Vector2(randomX, y);
     }
 
     public void Generator()
     {
             
             GameObject justDisappearAlr = (GameObject)Instantiate(cloudAndLightning, newPosition, Quaternion.identity);
             isSpawned = true;
             Debug.Log("Spawned a kill object!");
     }
 
     void OnCollisionExit2D(Collision2D col)
     {
         if(col.gameObject.tag == "gameObject")
         {
             Destroy(justDisappearAlr);
             Debug.Log("KILLED YOU!");
             isSpawned = false;
         }
     }
 }
 

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by jmonasterio · Dec 10, 2015 at 03:37 PM

Check out line 32:

  GameObject justDisappearAlr = (GameObject)Instantiate(cloudAndLightning, newPosition, Quaternion.identity);

You're making a new local variable called justDisappearAlr with the same name as your member variable on line 12.

I think you need to remove that "GameObject" type at the beginning of line 32, so you have:

  justDisappearAlr = (GameObject)Instantiate(cloudAndLightning, newPosition, Quaternion.identity);

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Holy_Crapf · Dec 10, 2015 at 11:40 PM

@heyhujiao Well the problem is you aren't using the OnCollisionExit2D method for each instantiated gameobject, you're using it for whatever this script is attached to. What you need to do is create a new script with your OnCollisionExit2D method, and have it attached to the cloudAndLighting prefab.

If you need to have the isSpawned changed to false, you can just do this:

 void Update()
 {
        if(isSpawned)
        {
               //Checking if the global variable justDisappearAlr is destroyed.
               if(justDisappearAlr == null)
               {
                       isSpawned = false;
               }
        }
 }

Also, just use your global variable for instantiating. No reason to create a local one.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

36 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity2D Destroy doesn't get rid of game objects,Gameobject Destroy not destroying object 0 Answers

Trigger on two static players (collider 2D) 0 Answers

2D Collision Problems... 0 Answers

Grid-based 2D game (turn based): How should I get started? 1 Answer

I need a help with the score system in my game. Any help will be greatly appreciated. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges