Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
2
Question by bradmarxmoosepi · Sep 18, 2014 at 06:53 PM · destroyleveldestroy objectondestroyonapplicationquit

How do you disable OnDestroy() before level is reloaded?

I have a component that spawns a GameObject when OnDestroy() is called:

 public class DropOnDestroy : MonoBehaviour
     {
         public GameObject thingToDrop; // Template of the object to drop
         private bool quitting = false; // Used to prevent incorrect triggering when editor play stops
 
         void OnApplicationQuit()
         {
             quitting = true;
         }
 
         void OnDestroy()
         {
             if (!quitting)
                 GameObject.Instantiate(thingToDrop, transform.position, transform.rotation);
         }
     }

However, I want to reload my scene immediately after the player dies. The problem is, then these components get called, and I get the message: "Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)"

I had a look at OnLevelWasLoaded(), but that is called after the level is reloaded, not before.

How can I resolve this?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

3 Replies

· Add your reply
  • Sort: 
avatar image
2

Answer by Louis Watson · Sep 19, 2014 at 04:16 AM

Although I haven't tested the following I see no reason why it should not work:

change your quitting variable to public and static.

change the quitting value to true the line above where you load the level.

unsure without testing but you may need to set quitting to false in start or onenable rather than in declaration.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
2

Answer by bradmarxmoosepi · Sep 19, 2014 at 07:26 AM

Thanks, Louis. That is a solution. The new class looks like:

 public class DropOnDestroy : MonoBehaviour
     {
         public GameObject thingToDrop;
 
         // This should be set to false when a new level is being loaded
         public static bool quitting = false;
 
         void OnLevelWasLoaded(int level)
         {
             quitting = false; // New level; keep spawning
         }
 
         void OnApplicationQuit()
         {
             quitting = true;
         }
 
         void OnDestroy()
         {
             if (!quitting)
                 GameObject.Instantiate(thingToDrop, transform.position, transform.rotation);
         }
     }

My only concern with this is that it is not self-managing, and is reliant on client code to enable the quitting flag. Is there a way to do it in this class itself?

[EDIT]

This is actually not such a good solution. If there are multiple ways the scene could be changed, the client code is going to have to disable this in each case. Surely there is a way to handle this within this component itself?

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Louis Watson · Sep 21, 2014 at 12:08 AM 0
Share

OnEnable and OnDisable maybe a better choice for setting the variable especially if you want to use more than one scene. Since these would be fired for each level I believe.

For maintainability hosting the static in say the player or level controller would make it better and static negates the need for GetComponent or the like.

avatar image
1

Answer by groovyMyserioso · Sep 24, 2015 at 03:00 AM

Before your player dies, loop through all the components in the scene that spawn something when destroyed, and destroy the components. In my game it looks like this:

 foreach (InstantiateOnDestroy i in indObjectsOfType<InstantiateOnDestroy>())
     Destroy(i);
 
 Application.LoadLevel(sceneToLoad);
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

26 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Destroy GameObject after certain amount is reached? 1 Answer

Bullets not destroying enemies 0 Answers

Player falls through destroy collider 1 Answer

Destroying Bullet (Impact Effect) 1 Answer

Unity - Opposite of instantiate - destroyed but not removed 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges