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 /
  • Help Room /
avatar image
0
Question by PuppeteerWorks · Aug 23, 2015 at 09:14 PM · c#instantiatedestroywaitforsecondsstart

Instantiate an object and destroy it after given time

Hi all,

I want to instantiate some gameobjects (let's say lightning, explosions, etc) that will appear and last for some given time.

So far, I can instantiate and destroy the gameobject on the Start function but when I try to do the same on Update (that's what I need) the scene hangs and never destroy the objects so it creates prefabs forever.

Here is the code:

 using UnityEngine;
 using System.Collections;
 
 public class IntermittentShit : MonoBehaviour {
     
     public GameObject shitPrefab;
     public GameObject shitPosition;
     public float time; //the time to appear
     public float time2; // the time to destroy the object
 
     IEnumerator LightningMethod(){
 
         yield return new WaitForSeconds(time);
         foreach (Transform child in transform) {
             GameObject enemy = Instantiate (shitPrefab, child.transform.position, child.transform.rotation) as GameObject;
             enemy.transform.parent = child;
             yield return new WaitForSeconds(time2);
             Destroy (gameObject);
         }
     }
     
     void Start () {
 
     }
     void Update() {
         StartCoroutine(LightningMethod());
     }
 }

What am I doing wrong? Do you know any other method to create intermittent objects (light, lightning, smoke, etc) better than this?

Thank you very much guys.

Regards,

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

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by msakkuzu · Jun 15, 2020 at 05:52 AM

I know it is little bit late answer but the easiest way I gues;

 GameObject go = Instantiate(myObj,pos,rot) as GameObject;
 Destroy(go, 5); //Destroy after 5 seconds.
Comment
Add comment · Show 1 · 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
avatar image
0

Answer by ZiadJ · Aug 24, 2015 at 01:07 AM

You're calling LightningMethod at every frame through the Update event right now. You need to create a global boolean that is trued when coroutine is called and falsed when it's finished running. Just make sure you can call it again only when it is false ie when it's finished running.

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

28 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

Related Questions

How do I destroy a GameObject/Script that instantiates other objects, without destroying the objects it has previously instantiated? 0 Answers

Destroy prefabs after they have been instantiated (C#) 1 Answer

Unable to destroy instantiated prefab during OnMouseExit,Unable to Destroy previously instantiated object OnMouseExit() 0 Answers

How to destroy on exiting PlayMode/EditMode? 1 Answer

Destroy attached shield to player (C#) 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