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Question by Augustus_Argento · Dec 02, 2021 at 03:15 PM · instantiatedestroyloop

Trying to not make an infinite loop

I'm trying to make it so that when the player presses the space bar, the already existing field of asteroids is deleted, and replaced with another. The duplicateMe(); command makes the field of asteroids, but I'm having trouble with the Destroy(); command. When I press space, it destroys the field and makes another field, but the more I press space, the more asteroids spawn exponentially.

 if (Input.GetKeyDown(KeyCode.Space))
         {
             Destroy(newObj);
             cloneThis = true;
             duplicateMe();
         }

duplicateMe(); code if you need it:

 public void duplicateMe()
     {
         // makes sure this only runs on the original meteor
         if (cloneThis == true)
         {
             int amountOfClones = Random.Range(1, 3);
             // makes a random amount of meteors in random positions
             for (i = 0; i < amountOfClones; i++)
             {
                 transform.position = new Vector2(Random.Range(0, 4), Random.Range(0, 4));
                 newObj = Instantiate(self);
                 newObj.GetComponent<CloneMe>().cloneThis = false;
             }
         }
         cloneThis = false;
     }

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avatar image MilitaryG · Nov 29, 2021 at 04:17 AM 0
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First destroy all objects

Than make:

 for(int i=0;i<100;i++){
     Instantiate (asteroid);
 }

Don't have destroy 1 in same function as creation.

Somewhere you need an list of asteroids

Like this

 static List<GameObject> aster = new List<GameObject>();

You can destroy them like this:

 while(aster.Count>0){
     Destroy (aster[0]);
     aster.RemoveAt(0);
 }

and on the start

 aster.Add(this);
avatar image sacredgeometry · Dec 01, 2021 at 09:37 PM 0
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You asked this question already and I already answered it.

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