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Question by nasosk09 · Dec 22, 2020 at 12:43 PM · scripting problem

My "deathEffect" doesn't disappears after use, can you help me?

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Enemy : MonoBehaviour { public int health = 100;

 public GameObject deathEffect;


public void TakeDamage(int damage) { health -= damage;

     if (health <= 0)
     {
         Die();
     }
 }

 void Die ()
 {
     Instantiate(deathEffect, transform.position, Quaternion.identity);
     Destroy(gameObject);
 }

}

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Answer by unity_HTr7mOeTIRzvVA · Dec 22, 2020 at 02:53 PM

Store the instatiated death effect object to a variable so you will be able to call to it again to destroy it.

 GameObject newDeathEffect = Instantiate(deathEffect, transform.position, Quaternion.identity);
 
 this.gameObject.SetActive(false);
 Destroy(newDeathEffect, 5f);
 Destroy(this.gameObject, 5f);


Or Create a script and put it on your death effect, set a timer and destroy it. @nasosk09

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avatar image nasosk09 · Dec 23, 2020 at 09:44 PM 0
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Did it but just says: All compiler errors have to be fixed before you can enter playmode! UnityEditor.SceneView:ShowCompileErrorNotification ()

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Answer by nasosk09 · Dec 22, 2020 at 07:56 PM

Because I am new in Unity can you tell me where do I precisely put it?

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avatar image unity_HTr7mOeTIRzvVA · Dec 22, 2020 at 10:20 PM 0
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@nasosk09 Put it inside your Die() method

 using UnityEngine;
     
 public class Enemy : $$anonymous$$onoBehaviour {
     public int health = 100;
     public GameObject deathEffect;
     
     public void TakeDamage(int damage){
         health -= damage;
         
         if(health <= 0){
             Die();
         }
     }
 
     void Die(){
         GameObject newDeathEffect = Instantiate(deathEffect, transform.position, Quaternion.identity); // store it in a variable
  
         this.gameObject.SetActive(false); // disable your object because it is dead
         Destroy(newDeathEffect, 5f); // destroy the stored new death effect, but after 5 seconds (change the number to make the duration longer or shorter)
         Destroy(this.gameObject, 5f); // destroy to disappear from hierarchy, but after 5 seconds (change the number to make the duration longer or shorter)
     }
 }
avatar image nasosk09 · Dec 23, 2020 at 09:05 AM 0
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This: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Enemy : $$anonymous$$onoBehaviour { public int health = 100;

 public GameObject deathEffect;


public void TakeDamage(int damage) { health -= damage;

     if (health <= 0)
     {
         Die();
     }
 }

 void Die ()
 {
     GameObject newDeathEffect = Instantiate(deathEffect, transform.position, Quaternion.identity);

     this.gameObject.SetActive(false);
     Destroy(newDeathEffect, 5f);
     Destroy(this.gameObject, 5f);
 }

}

doesn't work for me

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