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Question by theunsigned · Mar 05, 2019 at 01:59 PM · gameobjectprefabchildpoolingpool

pooled prefab missing child

I just implemented pooling into my basic 2D game and one of the pooled prefabs is composed of two child gameobjects with images. It seems to work fine for a while but, after a bit, the pooled object sometimes doesn't show up and, when it does, it only shows one of the child elements. I'm confused. Does anyone know why this might be?

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avatar image mlnczk · Mar 05, 2019 at 02:36 PM 0
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Check if in any moment of the game ( since you didint give us any details on what game you are working on ) you are destroying one of the childs. In pooling you have to SetActive(false) objects ins$$anonymous$$d of destroying. If you destroy one of the childs its gonna be reused later on with destroyed child so that might cause some troubles.

avatar image theunsigned mlnczk · Mar 05, 2019 at 02:46 PM 0
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Thank you; the scene is surrounded by a boundary that sets the object setactive to false upon collision. There's no disabling and this only started after I implemented pooling, which I'm new to.

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Answer by theunsigned · Mar 05, 2019 at 03:12 PM

I think I figured it out. I couldn't edit the polygon collider and put colliders on each child object; so, it was deactivating the first child object that collided. I found out that I could edit the polygon collider on the parent if I closed one inspector tab and restarted Unity. I did that, edited the parent collider, and disabled the child colliders. Now, it seems to be working.

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