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Question by rubenpvargas · May 23, 2012 at 10:25 PM · prefabdestroyclone

How to destroy a clone (instantiate in scene) in the their own script

first, sorry for bad english,

Im having trouble trying to destroy a clone, my clone have a script attached to him, so in the script i have this code:

 if  (this.transform.position.y <= MainCameraScript.altura.y - 90){
   
     Destroy(this.gameObject);
 }


that code actually destroy the gameobject, but dont destroy the prefab clone and i have a bunch of empty clones.

any can help me? thanks in advance

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Answer by rutter · May 23, 2012 at 10:36 PM

You will need a reference to the object you're trying to destroy.

When you instantiate a prefab, the call returns a reference to the newly created GameObject. If you need to store several of these, you could consider a collection like an array or list.

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avatar image rubenpvargas · May 23, 2012 at 10:43 PM 0
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so, there is no way to destroy the clone in their own attached script? :s

avatar image rutter · May 23, 2012 at 10:51 PM 0
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You can destroy any object from any script -- just call Destroy() with a reference to the target. It's really more of a question of deciding which object to destroy when.

"Self-destruct" calls, in which a script destroys itself or the GameObject it's attached to, are pretty common... but that's not a requirement.

Which objects are you trying to destroy, and when do you want to destroy them? Once you've answered that, the path gets a little bit less murky.

avatar image rubenpvargas · May 23, 2012 at 10:53 PM 0
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ok, thanks. I think i need to put the destroy code in the "spawnScript" for do it more easy. Thanks.

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