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Instantiate 1 object after 2 objects collide. ( C# )
How can I make it so that when 2 objects collide, they will be destroyed and instantiate only 1 object at their contact point?
These 2 objects are also clones of each other.
Here is my current code: When they collide, they will instantiate an object. This code instantiates an object per object though so they instantiate a total of 2 objects instead of 1.
public Vector3 rocket;
void OnCollisionEnter2D(Collision2D col)
{
if (col.gameObject.CompareTag ("rocketTag"))
{
//Assigns the 'Vector3 'rocket'' to the position of the collision.
ContactPoint2D contactPositioned = col.contacts[0];
Vector3 contactPosition = contactPositioned.point;
rocket = new Vector3(contactPosition.x, contactPosition.y);
//This instantiates the Explosion object on the rocket's position / Vector3.
Instantiate(Resources.Load("Explosion"), rocket, Quaternion.identity);
//Destroys the rocket.
Destroy (gameObject);
//When 2 rockets collide, they instantiate a total of 2 explosions, but I only need 1 explosion.
}
}
Thanks! I saw someone asking about the same question here though, but it was in Javascript, and when I tried to convert it to C#, it didn't work. I also couldn't ask them there because it was locked and it was also from 2 years ago, so I just decided to make another one.
Answer by torrente · May 15, 2014 at 12:11 PM
How about comparing the ID? Something like:
if (GetInstanceID() < col.gameObject.GetInstanceID())
{
//Instantiate code here
}
Could go either way as far as the greater than, less than part.
Thanks! It worked. If you have the time, what did GetInstanceID do actually? Like, why did you have to compare them with > or <. I'm new to Unity and it's the first time I saw that code. The documentation about it from the Unity Script Reference didn't seem to help. Thanks again :)
Every game object you make will have a unique instance ID. you can use that code to look up the object (instance) ID. It returns an INT value that is compared to the other INT.