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Question by Megomon · Jan 08, 2018 at 01:38 PM · gameobjectspawningresourcesresources.loadreferencing

Resource.Load is not working

Hi Im new to unity and I am attempting to use the command resource.load, however, when running the game, it does not seem to work.

I am trying to have it to have a game object that would spawn in an explosion once it is about to be destroyed:

     void Destroy () {
         Debug.Log ("Health is 0");
         GameObject boom = Resources.Load ("Explosion",typeof (GameObject)) as GameObject;
         //use resource.load
         Instantiate(boom,this.transform);
         Destroy (this.gameObject);
     }

Yet it won't spawn in anything. I made sure it is in the folder which I created as "Resources" and made sure that the spelling is correct.

Please help, I am not sure on what to do here.

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Answer by Hellium · Jan 08, 2018 at 02:43 PM

The problem is the following : You instantiate an object, you attach it to the current gameobject, and you destroy the latter, destroying the children too (and thus, the instantiated gameobject)

 void Destroy () {
      Debug.Log ("Health is 0");
      GameObject boom = Resources.Load ("Explosion",typeof (GameObject)) as GameObject;
      //use resource.load
      Instantiate(boom,transform.position, this.transform.rotation);
      Destroy (gameObject);
  }
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avatar image Megomon · Jan 08, 2018 at 03:18 PM 0
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Tested it and it seems that you were right, do you have any method on separating the objects

avatar image Hellium Megomon · Jan 08, 2018 at 03:33 PM 0
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What do you mean by "any method on separating the objects"?

 Instantiate(boom, transform);

is equivalent to :

 GameObject clone = Instantiate(boom);
 clone.transform.SetParent( transform ) ; // The clone is now a child of your current gameobject

While this

 Instantiate(boom, transform.position, transform.rotation);

Is equivalent to :

 GameObject clone = Instantiate(boom);
 clone.transform.position = transform.position ; // The clone is now placed at the same position as current object
 clone.transform.rotation = transform.rotation ; // The clone has now the same rotation as current object
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Answer by OneCept-Games · Jan 08, 2018 at 02:48 PM

As i read your code you are trying to create an explosion during game loop.
If that is the case, you should not load from disk/memory, but use a Prefab, and instiate the Prefab instead.
And if you are doing a lot of explosion's during game loop you should consider Object Pooling, so you do not use performance heavy Instantiation, but just SetActive() approach.

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avatar image Bonfire-Boy · Jan 08, 2018 at 05:00 PM 0
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  1. They are using a prefab

  2. You don't address their actual problem in any way

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