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Question by itaielidan · Jun 08, 2019 at 08:12 PM · c#gameobjectarraydestory

Destroy(Gameobject) not working

My code is not working. here is my code and I will explain what it outputs

  private void Update()
     {
 
         if (Input.GetKeyDown(KeyCode.Return))
         {
             for (int i = 0; i < yNum; i++)
             {
                 for (int j = 0; j < xNum; j++)
                 {
                     for (int k = 0; k < zNum; k++)
                     {
                         if (row[i * (xNum * zNum) + j * zNum + k].GetComponent<Renderer>().material.color.Equals(userRow[i * (xNum * zNum) + j * zNum + k].GetComponent<Renderer>().material.color))
                         {
                             alltrue[i * (xNum * zNum) + j * zNum + k] = true;
                         }
                         else
                         {
                             alltrue[i * (xNum * zNum) + j * zNum + k] = false;
                         }
                     }
                 }
             }
             if (alltrue.ToList<bool>().All(b => b))
             {
                 Debug.Log("Good");
                 b.LevelUp();
                 level++;
                 int buildSize = GameObject.FindGameObjectsWithTag("build").Length;
                 int displaySize = GameObject.FindGameObjectsWithTag("display").Length;
                 GameObject[] builds = GameObject.FindGameObjectsWithTag("build");
                     DestroyArray(builds);
                 GameObject[] displays = GameObject.FindGameObjectsWithTag("display");
                     DestroyArray(displays);
                 xNum++;
                 yNum++;
                 Debug.Log("build: " + buildSize + " || " + GameObject.FindGameObjectsWithTag("build").Length);
                 Debug.Log("display: " + displaySize + " || " + GameObject.FindGameObjectsWithTag("display").Length);
                 Generate();
             }
             else
             {
                 Debug.Log("Not Good");
             }
         }
         void DestroyArray(GameObject[] b)
         {
             foreach (GameObject k in b)
                 Destroy(k);
         }
     }

now as you can see I have many debug.logs. In this line Debug.Log("build: " + buildSize + " || " + GameObject.FindGameObjectsWithTag("build").Length); it logs: 12||12 it should log "12||0" because it was supposed to destroy all the objects in the array. Can somebody help me?

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Answer by SirPaddow · Jun 08, 2019 at 08:27 PM

Check here: https://docs.unity3d.com/ScriptReference/Object.Destroy.html

"Actual object destruction is always delayed until after the current Update loop, but will always be done before rendering."

So if you check during the next call to "Update", your log will show 0.

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avatar image itaielidan · Jun 08, 2019 at 08:42 PM 0
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I will check that

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