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Question by DangerousApeStudios · Sep 25, 2018 at 03:34 AM · destroydestroy object

destroying cloned prefab not working as intended

Hi, I am trying to destroy a cloned prefab with on trigger stay like this below

  public void OnTriggerStay(Collider other)
     {
         if (other.gameObject.name == "Prop_Wood_1(Clone)" && Input.GetKey(KeyCode.C) && 
 gameObject.name == "Male White" && onlyPickUpLogWhenNotRecoveringBreath == false)
 
         {
            StartCoroutine("waitBeforeDestroyingLogsOnPickUp");
         }
 }

and if there is more than one cloned object it always destroys the first instantiated prefab even if I am on the second or third etc.

thank you in advance, I hope you understand what I'm trying to explain.

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avatar image AdityaViaxor · Sep 25, 2018 at 04:30 AM 0
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I did not got your question still i think the problem is other.gameObject.name == "Prop_Wood_1(Clone)" do use gameobject.tag not name in case of clones and also copy tag name from editor spelling mistake is very common problem :)

avatar image tormentoarmagedoom AdityaViaxor · Sep 25, 2018 at 12:51 PM 0
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Os$$anonymous$$d of using .name, you can youse .name.Contains(".....")

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