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Question by tomtominc · May 28, 2014 at 05:01 PM · editorclone

Unity (clone) not destroying

So am i crazy to think that the (clone) objects get destroyed after i uncheck the play button in unity? Okay this is my code to Instantiate maybe I'm doing it wrong ...

 public Transform InitSpellClone(string n, string code){
 
  
 
         Transform clone = Instantiate (allSpells [n]) as Transform;
 
         clone.GetComponent<Spell> ().code = code;
 
         clone.parent = GameObject.Find ("SpellHolder").transform;
 
         return clone;
 
     }

allSpells is a dictionary of spells and I place the name of the spell as n. I make it the child of a obj called SpellHolder this is just so my inspector doesn't become large. I tried to not make it a child of anything and it still wouldn't delete so thats not it.

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avatar image rockyourteeth · May 28, 2014 at 05:54 PM 0
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I'm unclear on what's happening vs. what you think should happen.

Can you clearly state your "Expected Behavior" and "Actual Behavior"?

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Answer by xiaokujuju · May 28, 2014 at 05:31 PM

How about you just use the destroy command to destroy it your self at a certain point? Clones are designed to stay there in case the original object got destroyed. You can just tell the script at some point you want to destroy the clone like (OnMouseUp) or a different key, if you just want it to do it by itself then just destroy the clone in the script itself

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Answer by tomtominc · May 28, 2014 at 05:51 PM

hmm well that would be a good way to do it i could just destroy all the children of the SpellHolder gameObject but I actually need them throughout the whole game so this wouldnt be the best idea.

BUT i figured it out and maybe this is common knowledge to a lot of people but I guess i missed this. so I had my Instatiate function in the Awake() method and for some reason whenever the editor reloaded it would play the Awake() function making my prefabs instatiate..

Idk why it does this but it does so yea there you go.. Thanks for answering xiaokujuju!

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avatar image xiaokujuju · Jun 01, 2014 at 07:55 PM 0
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That's cause the on awake function is designed to work as soon as the scene loads. But I'm glad you figured it out.

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