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 jchuah · Jan 10, 2013 at 09:48 PM · instantiatedestroycoroutineyield

Respawn after delay

I'm writing a simple pong game, but have run into a roadblock. I have a ball that I would like to destroy itself and then respawn after a delay. My code is:

 function OnCollisionEnter() {
     Destroy(gameObject);
     yield WaitForSeconds(2);
     Instantiate(Ball, position, rotation);
 }

It appears as though destroying the gameObject also destroys the coroutine that is waiting to re-instantiate the ball. Is there a way to do this? I could get the wall that destroyed the ball to do the respawning as a workaround, but I'm asking the broader question since I plan on teaching Unity to middle school students and need to be able to answer the question.

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
0
Best Answer

Answer by $$anonymous$$ · Jan 10, 2013 at 10:18 PM

This is not going to work like this. You certainly can't destroy it and still run scripts on it. Even deactivating the object with gameObject.SetActive(false) would result in the termination of the script (this is perfectly sensible, you destroy or deactive objects with this very reason). What you should do is from an external script (the wall is a good example) disable the object then set some new position for it before you re-enable it. In the long run, use an object pool though, but that is probably above what you want to teach..?

An alternative solution is to disable the renderer, rigidbody and collider of the ball, wait 2 seconds and re-enable them. This can be done from the ball's script, since you don't disable your component, just those others.

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
0

Answer by $$anonymous$$ · Jan 10, 2013 at 10:13 PM

Use transform.renderer.material.color = Color.clear; instead of your Destry(gameobject) this will make the object invisible instead of destroying it

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
0

Answer by XenuIsAlive · Jan 10, 2013 at 10:13 PM

Idea A: disable the renderer ( and every other relevant components, like collider ), run the coroutine, instantiate, and then destroy this game object

Idea B: create a blank game object, attach a script, that will spawn the desired game object 2 seconds later. ( Don't forget to destroy the spawner :) )

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

9 People are following this question.

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

Related Questions

Respawn after delay 3 Answers

How to make a loading feedback for big GameObjects loading? 2 Answers

Instantiating many objects during update lags 1 Answer

Coroutines insider another coroutine. 1 Answer

Yeild and WaitForSeconds and Instantiate 1 Answer


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