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Question by Hedonsoft · Apr 22, 2012 at 09:38 PM · gameobjectinstantiatetransformpoints

Show points text on collision

Hello everyone. I'm creating a 2d shooter. I am trying to briefly display some points text when the player collects a powerup. I created a plane and applied a Transparent/diffuse material to it that says '100 pts'. Now when the player collides with the powerup I want to destroy the powerup, instantiate the '100 pts' plane, wait 2 seconds then destroy the plane.

The problem is that with my code I destroy the gameObject (the powerup) so the code to destroy the plane isn't run. How can I fix this?

 var crateCollectionSnd:GameObject;
 var minesCollected:GameObject;
 
 function Update () {
     
 }
 
 function OnTriggerEnter(col:Collider){
     if(col.gameObject.tag == "Player"){
         GameObject.Find("PlayerPrefab").GetComponent(FireScript).Mines();
         Instantiate(crateCollectionSnd, transform.position, transform.rotation);
         var cloneMinesCollected = Instantiate(minesCollected, transform.position, Quaternion.Euler(Vector3(0,180,0)));
         Destroy(gameObject);
         yield WaitForSeconds(2);
         Destroy(cloneMinesCollected);
     }else if(col.gameObject.tag == "Bullet" || col.gameObject.tag == "EnemyBullet"){
         Destroy(gameObject);
     }else if(col.gameObject.tag == "Enemy"){
         Destroy(gameObject);
     }
 }

SOLVED

 var crateCollectionSnd:GameObject;
 var minesCollected:GameObject;
 
 function Update () {
     
 }
 
 function OnTriggerEnter(col:Collider){
     if(col.gameObject.tag == "Player"){
         GameObject.Find("PlayerPrefab").GetComponent(FireScript).Mines();
         Instantiate(crateCollectionSnd, transform.position, transform.rotation);
         var cloneMinesCollected = Instantiate(minesCollected, transform.position, Quaternion.Euler(Vector3(0,180,0)));
         renderer.enabled = false;
         yield WaitForSeconds(2);
         Destroy(cloneMinesCollected);
         Destroy(gameObject);
     }else if(col.gameObject.tag == "Bullet" || col.gameObject.tag == "EnemyBullet"){
         Destroy(gameObject);
     }else if(col.gameObject.tag == "Enemy"){
         Destroy(gameObject);
     }
 }
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avatar image syclamoth · Apr 23, 2012 at 02:45 AM 0
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You can't put a yield statement into an OnTriggerEnter function! Are you sure that's working?

avatar image Hedonsoft · Apr 23, 2012 at 03:08 AM 0
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Seems to. I even made the points float upward for the 2 seconds until it's destroyed. Is there a better way to do this?

avatar image syclamoth · Apr 23, 2012 at 03:10 AM 0
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Nah that seems ok. I'm just surprised you can suspend operation like that... must be a Javascript thing.

avatar image bodec · Apr 23, 2012 at 03:44 AM 0
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i don't think its a .js thing i think its a Unity Engine thing that allows it to work.

avatar image syclamoth · Apr 23, 2012 at 03:52 AM 0
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Huh, it really does work! In C#, too...

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