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 /
avatar image
0
Question by Cyber-X-Zone · Aug 13, 2013 at 05:54 PM · instantiateprefabcount

Scripts of instantiated objects

I am making a game such that the enemies are instantiated from enemy prefab and we destroy them by clicking them. Now, the problem arises when I want to know how many enemies i've destroyed. I put a script on the prefab for destroying and counting the number of enemies destroyed. But, the script is seperated into each instantiated object and it couldn't count the total destroyed objects.

Here's the script::

 var speed : float;
 var explosion : Transform;
 
 function Update() {
     transform.Translate(Vector3.left * Time.deltaTime * speed);
 }
 
 function OnTriggerEnter(collision : Collider){
     Destroy(gameObject);
 }



 function OnMouseDown(){
     Instantiate(explosion, transform.position, transform.rotation);
     Destroy(gameObject);
 }



The function OnMouseDown is where I think the counting should take place.

Any help would be greatly appreciated...

**Sorry for my Bad English :)

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by DaveA · Aug 13, 2013 at 06:05 PM

 var speed : float;
 var explosion : Transform;
 static var count = 0;

 function Update() {
     transform.Translate(Vector3.left * Time.deltaTime * speed);
 }
  
 function OnTriggerEnter(collision : Collider){
     Destroy(gameObject);
 }
 function OnMouseDown(){
     Instantiate(explosion, transform.position, transform.rotation);
     Destroy(gameObject);
     count++;
 }

'static' makes it share among all instances.

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 Cyber-X-Zone · Aug 14, 2013 at 02:58 PM 0
Share

Thanks very much... You surely helped me get out of this terrible mess!

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

16 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

Related Questions

Tagging object while instating not working. 3 Answers

How to access script variables attached to a prefab at runtime in Javascript? 2 Answers

Change assigned prefab from script 3 Answers

Get Component from Instantiated Prefab 1 Answer

Instantiating Prefab from Javascript - BCE0005: Unknown identifier: 'Prefab' 2 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