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Question by wilsonbruce43 · Feb 01, 2020 at 06:02 PM · unity 5collisioncolliderdestroyduplicate

Duplicate Remains After Destroying Object

So i have run into an issue of the remains on my destroyed object being duplicated. I have it set up that when the rigid-body is destroyed it spawns a broken apart version of that object, it seems to work fine when i destroy it with damage from ray-casting, but when it is destroyed after the collision velocity it duplicates the remains. Any information is most appreciated.

 private void OnCollisionEnter(Collision collision)
 {
     if(collision.relativeVelocity.magnitude > 10)
     {
         Die();
     }
 }
 public void TakeDamage (float amount)
 {
     health -= amount;
     if (health <= 0f)
     {
         Die();
     }
 }
 void Die()
 {
     Instantiate(remains, transform.position, transform.rotation);
     Destroy(gameObject);
 }
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Answer by wilsonbruce43 · Feb 01, 2020 at 08:05 PM

It seems like it is reading each object collision it touches and keeps creating a new "remains," is there a way to combat that.

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avatar image Infenix · Feb 01, 2020 at 08:11 PM 0
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I would personally add a boolean IsDead and set it to true in Die() then you call Instantiate and Destroy inside a if on the IsDead,

So If(! Is Dead) { IsDead =true; Instantiate Destroy }

avatar image wilsonbruce43 · Feb 01, 2020 at 08:19 PM 0
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Found the fix for the issue by adding bool functions and running it through the "Die" code. Updated code:

 private bool taskIsRunning = false;
 private void OnCollisionEnter(Collision collision)
 {
     if(collision.relativeVelocity.magnitude > 10)
     {
         if(taskIsRunning == false)
         {
             taskIsRunning = true;
             Die();
         }
         
     }
 }
 public void TakeDamage (float amount)
 {
     health -= amount;
     if (health <= 0f)
     {
         Die();
     }
 }
 void Die()
 {
     Instantiate(remains, transform.position, transform.rotation);
     Destroy(gameObject);
 }

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