How do I prevent the destroying of all instances of an object in Unity?
I have a prefab object called Beam, which contains several things but one is an object that when an instance of it is collided with and triggered, should destroy itself.
Currently, I have the script that generates all of the instances on a variable called Beams. Shown here:
![enter image description here][1]
When that runs, it creates clones within it. Seen here:
![enter image description here][2]
You will also see in the last image, the Beam prefab that contains the Cookie in it. That cookie is where I have a script that says, if I hit it, destroy. That code looks like this:
...
public class Collectibles : MonoBehaviour
{
GameManager game;
// Start is called before the first frame update
void Start()
{
game = FindObjectOfType<GameManager> ();
}
...
void OnTriggerEnter2D(Collider2D other) {
if(other.tag == "Player"){
string coinType = "Cookie";
game.AddCollectible(coinType);
Destroy(gameObject);
}
}
}
Currently, when I run into a cookie, it runs Destroy(gameObject) and destroys ALL instances of the cookie (one per each Clone).
This code lives on Cookie, not on Beams. Is that correct? Should I have the code somewhere else? I also tried Destroy(this) but that doesn't do what I thought it would do (just the instance).
Is it possible that from where I was calling Destroy, the script doesn't have access to the instances, or am I missing something? Thank you in advance!
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