Spawned Rocket(Clones) still here after scene swap.
Hey, im quite new at game development so this could be a very simple question....
I have 3 object spawners in my game which are spawning clones of a rocket prefab.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RandomSpawner : MonoBehaviour {
public GameObject ItemPrefab;
public float Radius = 1;
private float nextActionTime = 0.0f;
public float period = 0.1f;
// Update is called once per frame
void Update()
{
if (Time.time > nextActionTime)
{
nextActionTime += period; SpawnObjectAtRandom();
}
void SpawnObjectAtRandom()
{
Vector3 randomPos = Random.insideUnitCircle * Radius;
Instantiate(ItemPrefab, this.transform.position + randomPos, Quaternion.identity);
}
}
}
When the rocket hits the player he dies and the scene changes to a 'try again' scene. But when you press 'try again' and come back to the main scene the previously spawned rockets are still there. Is there a way to wipe all the rocket(Clones) of the hierarchy before the scene is swapped to 'try again'?
Thanks in advance!
Answer by Jhinminent · Jan 30 at 04:19 PM
I solved this as followed:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DestroyRocket : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
Invoke("Sweep", 1f);
}
void Sweep()
{
GameObject[] rockets = GameObject.FindGameObjectsWithTag("Rocket");
foreach (GameObject rocket in rockets)
{
Destroy(rocket);
}
}
void OnCollisionEnter(Collision otherObj)
{
if (otherObj.gameObject.tag == "Player")
{
Destroy(gameObject);
}
}
}
This script searches the hierarchy at the start off the game for GameObjects with the tag: Rocket and then deletes all of them.
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