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Question by Meridani · Nov 23, 2013 at 03:17 PM · instantiateprefabarraydestroy

Prefabs into array than delete them when user interacts

I am building a tower in Jenga style. If I just instantiate the prefab which is made of 3 cubes eg. one row of the tower it jsut works fine. But I am unable to destroy those clones when I want to reset the map on a keypress.

Here is the script which just generates on the first row. How is it possible to destroy the old cubes than build the exact same tower again?

 using UnityEngine;
 using System.Collections;
 
 public class TowerMaker : MonoBehaviour
 {
 
         public int height = 15;
         public float dist = 0.1f;
         public Transform block;
         GameObject[] _tower;
 
         // Use this for initialization
         void Start ()
         {
                 BuildTower ();
         }
 
         void Update ()
         {
                 if (Input.GetButtonDown ("Reset")) {
                         BuildTower ();
                 }
                 _tower = new GameObject[height];
         }
 
         void BuildTower ()
         {
                 //float x = 10;
                 int i = 0;
                 for (float y = 0; y < (height); y++) {
                         if (y % 2 == 0) {
                                 _tower [i] = Instantiate (block, new Vector3 (10f, y * 0.25f + dist, 0), Quaternion.Euler (0, 90, 0)) as GameObject;
                                 i++;
                         } else {
                                 _tower [i] = Instantiate (block, new Vector3 (10f, y * 0.25f + dist, 0), Quaternion.Euler (0, 0, 0)) as GameObject;
                                 i++;
                         }
                 }
         }
 }


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Answer by Meridani · Nov 24, 2013 at 12:45 PM

I have sorted out the error.

 _tower [i] = (Instantiate (block, new Vector3 (10f, y * 0.25f + dist, 0), Quaternion.Euler (0, 90, 0)) as GameObject);

this line simply doesn't put the instantiated objects into the array.

         void DestroyTower ()
         {    
                 //Find all objects with tag "Block"
                 _tower = GameObject.FindGameObjectsWithTag ("Block");
                 for (int i=0; i<_tower.Length; i++)
                         Destroy (_tower [i].gameObject);
         }

this sorted out the problem.

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