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Question by jcalvert1983 · Sep 29, 2017 at 11:32 AM · c#unity 5prefabsonclickdelete

Deleting a prefab with onclick/touch

Hi,

I am trying to make a game where an object falls from the top(out of view) to the bottom of the screen and i am trying to implement that when the player touches the screen the falling object is removed from the game and in turn adds a point to the player's score.

I have created the gameObject as a prefab and added the following code but nothing happens when i click on the object;

public class OnClickDestroy : MonoBehaviour {

 void OnMouseDown()
 {
     Destroy (gameObject);
 }

}

i added this code into the inspector for the prefab, but i woundered if the code is not working because i am using 'Destroy (gameObject);' in the code and the item falling is a prefab?

thank you

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avatar image PizzaPie · Sep 29, 2017 at 12:27 PM 1
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$$anonymous$$ake sure it has a collider attached, and it is not a trigger! You don't want to destroy the prefab only the instance on the scene. Also look around for object pooling to improve performance. Cheers!

avatar image dan_wipf · Sep 29, 2017 at 02:00 PM 0
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Well try this and place it on your Object.

 void Update()
 { 
 if (Input.Get$$anonymous$$ousButtonDown($$anonymous$$eyCode.$$anonymous$$ouse0))
 { 
 destroy (gameObject)
 }
 }
avatar image jcalvert1983 dan_wipf · Sep 30, 2017 at 04:04 PM 0
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thank you for your answer it really helped and it is finally working

avatar image dan_wipf dan_wipf · Sep 30, 2017 at 04:58 PM 1
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glad i could help :-) i thought unity/answer helped me alot, so i'm giving something back :-)

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Answer by BlakeSchreurs · Sep 29, 2017 at 12:33 PM

A prefab is basically a copy of a GameObject that's been saved to file.

A game object in your game may be spawned (instantiated) from a prefab, but none of the GameObjects in your game ARE the prefab (it's just a save file, after all).

OnMouseDown requires a collider, so check to make sure your GameObject has one of those. Also, make sure there aren't any objects (even transparent ones) between the camera and the object.

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avatar image jcalvert1983 · Sep 29, 2017 at 12:45 PM 0
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Hi,

Thank you for replying.

The prefab I have is a star and I have a rigidbody2d and a polygon collider. The only thing I use for my main camera is a background image.

This is my spawning code incase there is something in it thats wrong.

 public GameObject star;



 // Use this for initialization
 void Start () {
     InvokeRepeating ("Spawn", 2.0f, 0.3f);
     
 }
 
 // Update is called once per frame
 void Spawn () {
     Instantiate(star, new Vector3(Random.Range(-10,25),5,5),Quaternion.identity);
 }

}

avatar image BlakeSchreurs jcalvert1983 · Sep 29, 2017 at 01:44 PM 1
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Spawn script looks good. On$$anonymous$$ouseDown looks good... I'm guessing you have an issue with your collider, or maybe your click script isn't attached to your prefab. When you pause your game, and look at a star in the scene view, you should see a green outline which is the polygon collider's representation of the object.

I've created a micro-project as a reference which shows things working. https://www.dropbox.com/s/5bjl5t57dbim811/CollisionTest%20-%20Copy.zip?dl=0

avatar image jcalvert1983 · Sep 30, 2017 at 04:02 PM 0
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Thank you this really helped me a lot. I have finally managed to get it to work with your help and a lot of tinkering but it works and I am so happy as it was taking up so much time.

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