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Question by Xeno3399 · Mar 25, 2016 at 05:50 PM · c#collisioninstantiatedestroy

Destroy temp object and make new object.

I'm having an issue with making the object destroy another object upon collision and clone a new object object to chase after. Without the collision code, it is able to destroy the object and clone a new one but not on collision. I am getting 5 different errors because of the coding. What am I doing wrong?

 using UnityEngine;
     using System.Collections;
     
     public class Kill : MonoBehaviour {
         
         public Vector3 destination;
         
         public GameObject victim; //this will be assigned to the first victim, which is in our scene
         public GameObject vicBlueprint; //assign this to the prefab taken from our first victim
         public float seekSpeed = 0.2f;
         Vector3 nearbyPos;
         // Update is called once per frame
         void Update () {
             
             destination = victim.transform.position; //each frame, set the destination to the current location of the victim.  this way, it will update in realtime
             transform.LookAt (destination); //face the destination, to give our aggressor some personality
             
             if (Vector3.Distance (destination, transform.position) > 1f) { //if the distance is greater than 1...
                 GetComponent<Rigidbody> ().AddForce (Vector3.Normalize (destination - transform.position) *
                                                      seekSpeed); //add force to whatever the script it attached to in the relative direction of the destination at a certain speed
             } else {
                 GetComponent<Rigidbody> ().velocity = Vector3.zero; //we want it to completely stop if the distance is <= 1, otherwise momentum will keep pushing onward
                 GameObject temp = victim; //make a new temporary gameobject to store our old victim
     
                 void OnCollisionEnter(Collision collision){
                     Debug.Log ("collision = " + collision.collider);
                     MakeVic (); //make a new victim
                     if (collision.gameObject == victim){
                         Destroy (temp); //destroy the old one
                     }
                 }
             }
                     
             if (Input.GetMouseButtonDown (0)) {
                 MakeVic (); //make a new vic whenever the player clicks the left mouse button
             }
         }
     
     
         void MakeVic(){ //we use a separate function for making new victims to keep our code organized
             Debug.Log ("make dat vic");
             nearbyPos = destination + Random.insideUnitSphere * 1.5f; //find a random 3d position of a max radius of 1.5, offset by the initial destination
             GameObject clone = Instantiate (vicBlueprint, nearbyPos, Quaternion.identity) as GameObject; //instatiate a new victim using the prefab, using the nearbyPos and rotation facing forward
             
             victim = clone; //now assign the clone to be the victim, which will update the destination in the following frame
         }
     }
 
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