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Question by Obinsonray · Sep 11, 2011 at 07:48 AM · prefabtriggerdestroy

'Picking up Ball' by destroying Prefab, prefab does not get 'read'

Ok so Initially I have a gameobject (BasketBall) when it is collided with, it is destroyed and BallShot is set to true so you "picked up the ball" then you shoot out a Prefab of the BasketBall (BasketBall(Clone)), my collision will not trigger the second if statement, what is wrong?

 static var BallShot = false;
     function OnTriggerEnter (BallCollide : Collider) {
     if(BallCollide.gameObject.name == "BasketBall"){
     BallShot=true;
     Destroy(gameObject.Find("BasketBall")); 
     Debug.Log(BallShot);
     if(BallCollide.gameObject.name == "BasketBall(Clone)"){
     BallShot=true;
     Destroy(gameObject.Find("BasketBall(Clone)")); 
     Debug.Log(BallShot);
     }
     }
     }
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Answer by henry96 · Sep 11, 2011 at 08:37 AM

Hmmmmmmm..... Your script is kinda repetitive. Try to use tag instead of name. For example : if(BallCollide.gameObject.tag == "BasketBall")

so you don't need to write your same code twice. And for the part

Destroy(gameObject.Find("BasketBall(Clone)"));

You could just write

 Destroy (BallCollide.gameObject);

Anyway, I hope the changing from name to tag can solve your problem! ^^

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avatar image Obinsonray · Sep 12, 2011 at 03:40 AM 0
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Thank you very much it worked :)

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