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Question by SARWAN · Nov 06, 2012 at 12:54 PM · prefabdestroyprogrammingin

Destroy Prefab in programming

I created GameObject and instantiated then destroyed. I gave that Powerups () function in Update. So, After the destruction of the GameObject the IF condition is checking still what could i do to solve this to call that Game Object whenever needed

Note: I didn't use physics and all.

 void Powerups()
     {
         CreatePowerUp();
         if((transform.position.x + (widthPlayer/2)) >= (Powup.transform.position.x))
         {
             Debug.Log("Objct");
             Destroy(Powup);
         }
     }
     
     void CreatePowerUp()
     {
         if(!val1)
         {
             Powup = Instantiate(Powerup) as GameObject;
             val1 =true;
         }
     }    

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avatar image astorga · Nov 06, 2012 at 01:37 PM 0
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By the way I see, the "if" will be checked wherever you create a new powerup. What we have here is a powerup "factory", not the powerup object itself.

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Answer by Sonaten · Nov 06, 2012 at 01:33 PM

An easier way to handle it could be to put a script on the Powup Prefab.

But in your case. Maybe check if there is a Powup?

 if(Powup != null){
     if((transform.position.x + (widthPlayer/2)) >= (Powup.transform.position.x))
     {
        Debug.Log("Objct");
        Destroy(Powup);
     }
 }

In your scenario you might end up with more than one powerup in the level (I say this on an assumption). And every time you spawn a new one, Powup will not point to the old GameObject fabrication. You might want to look at Lists in C# to handle multiple gameobjects.

Enjoy

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