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Destroy a gameobject created with Instantiate?
I can't seem to get my gameobject to destroy itself. I've created a prefab and attached a script to it. In the script's update function I have if(destroy){Destroy(transform.gameObject);}. Another script calls Instantiate on the prefab. I've also tried passing transform.parent and just transform to Destroy, but the object always persists. I also print out "destroyed" after I call Destroy in the if, and it prints out, so I know it's getting called. I'm not sure what I'm missing.
What, exactly, triggers the 'destroy' condition? You might be destroying the wrong object (for example, you may be attempting to destroy the prefab, not the instance!)
id try na$$anonymous$$g your your instantiation like this. var myPrefab = Instantiation( Blah blah) and then destroy your prefab like this Destroy(myPrefab) because i think syclamoth is right your trying to destroy your prefab thats in your Project View not your Hierarchy View
Answer by homer_3 · Jan 23, 2012 at 04:41 AM
I might not have been specific enough. The script with the Destroy is attached to the prefab. Another script with a public variable, declared like "var myprefab : Transform", is calling Instantiate(myprefab).
destroy in the prefab's script is set to true when it's been alive for the passed in amount of time. I just user Timer.time to count down its lifetime. The idea is to get the instantiated game object to take care of destroying itself, instead of some observer.
Ok, I figured this out. I had to change "var myprefab : Transform" to "var myprefab : GameObject". Then when I call Destroy(gameObject) in the script that is attached to the prefab, the cloned prefab is destroyed.
This is a really old post, but helped me onto the right track of getting my own prefab to destroy. Thank you!
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