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Question by d112570 · Oct 04, 2013 at 04:22 PM · positionclonelocation

After Destroy clone, Spawn a prefab in its location?

How would you spawn a prefab after the clone was destroyed in its place. When the asteroid hits Jupiter I would like the have a explosion effect after the collision. Here's my script.

 using UnityEngine;
 using System.Collections;
 
 public class CollisionDetecter : MonoBehaviour {
     
     public GameObject explosion;

     void OnTriggerEnter(Collider asteroid) {
         
         var spawnSpot = asteroid.transform.localPosition;
         Destroy(asteroid.gameObject);
         print ("destroyed " + asteroid + " " + asteroid.transform.localPosition + spawnSpot);
         
         GameObject newObj = Instantiate(explosion, spawnSpot, Quaternion.identity) as GameObject;
         newObj.transform.parent=transform;
         newObj.tag = "Clone";
     }
 }
     

Currently the Explosions spawns somewhere else, which is way off. I tried to get the position of the asteroid, I also put explosion inside the sphere, still the same.

Here is my Hierarchy. The explosion is position 6 inside sphere. Maybe its something easy like asteroid.transform=transform, like with the parenting.

alt text

h.png (20.8 kB)
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Answer by cowasockytommy · Oct 04, 2013 at 04:30 PM

i would instantiate b4 destroying try that. and also i'd use var spawnSpot = asteroid.transform.position;

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avatar image d112570 · Oct 04, 2013 at 05:03 PM 0
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What do you mean by instantiate? But anyways the asteroid.transform.position; has hit the spot, thx a lot.

avatar image cowasockytommy · Oct 04, 2013 at 05:05 PM 0
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GameObject newObj = Instantiate(explosion, spawnSpot, Quaternion.identity) as GameObject;

here your instantiating... most times its better to instantiate b4 u destroy objects that require positions. but glad it helped

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