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Question by JestaBROOK · Jun 21, 2020 at 09:26 PM · inputdestroy objectmanagerupdate function

Using an UpdateManager in combination with inputs (issue)

Hi. I'm currently experiencing a strange issue. I have extracted the relevant code into a standalone project and the issue still occurs. I am using an UpdateManager as opposed to all of my components having their own Update. In one of my components I use the pseudo-update method to poll for input and destroy the object. However, not all of the objects are deleted. The code is as follows:

     public class UpdateManager : MonoBehaviour
     {
         void Update()
         {
             for (var i = 0; i < ManagedBehaviour.updateTick.Count; i++)
             {
                 ManagedBehaviour.updateTick[i].Tick();
             }
         }
     }

ManagedBehaviour:

     public class ManagedBehaviour : MonoBehaviour
     {
         public static List<ManagedBehaviour> updateTick = new List<ManagedBehaviour>();
     
         protected virtual void OnEnable()
         {
             updateTick.Add(this);
         }
     
         protected virtual void OnDisable()
         {
             updateTick.Remove(this);
         }
     
         // Declare the method that will be called in the UpdateManager
         public void Tick()
         {
             OnTick();
         }
     
         protected virtual void OnTick() { }   
     }

Employee:

 public class Employee: ManagedBehaviour
 {
     protected override void OnTick()
     {
             if (Input.GetKeyDown(KeyCode.Z))
             {
                 Debug.Log("The code was reached in object " + name);
                 Destroy(gameObject); 
             }
     }
 }

The strange thing is, if I have multiple instances of Employee attached to different GameObject in the scene, not all of the objects are deleted. Even stranger, if I only include a Debug message as opposed to invoking Destroy() when 'Z' is pressed, all of the objects correctly display the debug message. However, if I include both the Debug.Log and the Destroy() calls the issue occurs. This would imply that, for whatever reason, Destroy() is the culprit of the issue. I have tried many tests, all of them point to Destroy() as being the issue. Can anybody shed some light on what might be happening?

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