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Question by OctoSloths · Dec 08, 2014 at 02:10 AM · c#gameobjectinstantiateprefabdestroy

Check if object is destroyed on level load, if so instantiate prefab?

I have pick up items that are destroyed when the player picks them up, when I load the level from the gameover or start screen after playing, the objects are still destroyed and therefore the player cannot pick them up. I would like it so that the objects are instantiated from a prefab when the level is reloaded. Here is my current script:

 using UnityEngine;
 using System.Collections;
 
 public class objectregen : MonoBehaviour {
     public GameObject original;
     public GameObject prefab;
     void Start(){
         if (!original) {
             print("stuff");
             Instantiate(prefab);
         }
     }
 }


I get no errors but nothing happens.

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avatar image taxvi · Dec 08, 2014 at 12:05 PM 0
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are you using the Application.LoadLevel(x)?

avatar image OctoSloths · Dec 08, 2014 at 07:00 PM 0
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Yes I am.

avatar image taxvi · Dec 08, 2014 at 07:42 PM 0
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i guess you are calling DontDestroyOnLoad() on your objects, if you do are you sure that you really need it?

avatar image OctoSloths · Dec 08, 2014 at 08:10 PM 0
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I'm not sure if I know what you mean. Right now the objects are destroyed when the player picks them up. If I put DontDestroyOnLoad() on the objects will that prevent them from being destroyed in the reload even though they were destroyed in game?

avatar image taxvi · Dec 08, 2014 at 08:21 PM 1
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my apologies, corrected the script

 void Start(){
 
     foreach(gameObject g in GameObject.FindObjectsWithTag("recreate$$anonymous$$e"))
         g.SetActive(true);
 
 }
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Answer by OctoSloths · Dec 08, 2014 at 10:49 PM

I tried your script and it doesn't seem to be working but there are no errors. The gameobject is not set active again. I also tried this script and it doesn't work either:

 using UnityEngine;
 using System.Collections;
 
 public class objectregen : MonoBehaviour {
     public GameObject prefab;
     void Start (){
 
         //foreach(GameObject g in GameObject.FindGameObjectsWithTag("pickup"))
         prefab.SetActive(true);
     }
 }
 

EDIT: Wait your script worked perfectly and it turns out it was just Unity being weird, after closing and reopening it it worked, haha. Thank you so much!

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