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Question by Crilled · Aug 07, 2013 at 02:48 PM · prefabdestroyspawn

How do you destroy only one prefab gameObject?

How would I set it up so when a bullet hits an npc it makes just that one npc disapear. Right now when I shoot an npc it destroys every single prefab on the screen and can't figure out why. Should I have the code to destroy the npc as a component to the npc or the bullet?

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avatar image superluigi · Aug 07, 2013 at 02:54 PM 0
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If you post your code we could tell you exactly why that's happening.

avatar image Crilled · Aug 07, 2013 at 03:06 PM 0
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This is the script attached to the npc

void Update () {

     bool npcHit = BulletScript.npcHit;        
     if (npcHit == true){
         Destroy(gameObject);
         npcHit = false;
     }


This is the script attached to the bullet

 void Update () {
     if(Physics.Raycast(transform.position, transform.up, out      hit, range)){
         if(hit.transform.tag == "enemy"){
             Destroy(gameObject);
             npcHit = true;
         }
     
avatar image superluigi · Aug 07, 2013 at 08:25 PM 0
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I usually use OnTriggerEnter or OnCollisionEnter for rigidbodies. The answer given below works. If you need help coding it I'll gladly write it for you as its not large code.

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Answer by tw1st3d · Aug 07, 2013 at 02:52 PM

 using System.Collections;
 using UnityEngine;
 
 class NPCAI : MonoBehavior
 {
     
     public void OnCollisionEnter(Collision e)
     {
         Destroy(e);
     }
     
 }

You could set up a simple collision detection like this, that tells it to only destroy the particular object it's colliding with. Just add some logic to determine whether or not it's colliding with a bullet.

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