Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by RafaelRiva · Jul 28, 2019 at 08:23 PM · triggertimecollider2dspawning problemspooling

My spawned obstacle stop working properly after a certain time

Since this is quite hard to explain, this is why I have recorded a video that show the bug:

Link For the Video

As you can see at 20 seconds my pillars stop receiving the trigger information, they aren't destroyed when hitted and also they don't deal damage anymore.

Here is the code for the pilar:

 using System.Collections;
 using System.Collections.Generic;
 using DarkTonic.PoolBoss;
 using UnityEngine;
 
 public class ObstaclePilar_Infinity : MonoBehaviour
 {
     public static InfinityGame GameManager;
     public static GameObject game; 
     public GameObject PlayerP;
     public GameObject ParticleHit;
     Collider2D bodycollider;
     Collider2D attackcollider;
     Animator anim;
     bool isDestroyed = false;
     bool particlePlayed = false;
 
     // Start is called before the first frame update
 
     private void Awake() {
         isDestroyed = false;
     }
 
     void Start()
     {
         isDestroyed = false;
         anim = GetComponent<Animator>();
         game = GameObject.FindWithTag("GameController");
         GameManager = game.gameObject.GetComponent<InfinityGame>();
         PlayerP = GameManager.Player;
     }
 
     // Update is called once per frame
     void Update()
     {
         
     }
 
     public void DestroyThis()
     {
         PoolBoss.Despawn(transform, true);
     }
     
     private void OnTriggerStay2D(Collider2D other) 
     {   
         if (other == PlayerP.GetComponent<CapsuleCollider2D>() && !isDestroyed)
         {
         GameManager.PlayerHit();
         }
 
         if (other == PlayerP.GetComponent<CircleCollider2D>() && PlayerP.GetComponent<CircleCollider2D>().isTrigger)
         {
             DestroyPilar();
         }
     }
 
     void DestroyPilar()
     {
         if (!isDestroyed)
         {
             SoundManager.Instance.PlayOneShot(SoundManager.Instance.PunchHit);
             if (!particlePlayed)
             {
                 Instantiate(ParticleHit, transform.position, Quaternion.identity);    
             }
             isDestroyed = true;
             anim.SetBool("Destroy", true);   
         }
     }
 
 }
 

I am using a Pool add-on to handle pooling, I don't know if its related or not, because after hitting it im sending it back to the pool.

Anyone had any idea where to look and approach the problem?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by xxmariofer · Jul 28, 2019 at 08:35 PM

I imagine that you are never setting isDestroyed to false aagain after pooling, once you spawn the object you must set it again to false, if you handle the pool just setting inactive you can use the

 void OnEnable() { isDestroyed = false; }

if you are just moving the object to another point use the poolboss class and in your spawn method you need to access the isDestroyed property (you will need to make it public first)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

133 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

OnCollisionEnter fires, but OnCollisionExit does not 1 Answer

Is there a way to wait a certain amount of time before the audio plays again 0 Answers

Problem with spawning with companion AI,Script not working properly when GameObject reactivated? 0 Answers

Can't click gameobject when over another trigger? 1 Answer

How to NOT detect child collider 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges