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Question by Aldeminor · May 08, 2014 at 11:54 PM · instantiateobjects

Instantiated objects are not destroying

There is a problem. I have a Spawner that instantiate Units from prefabs as GameObjects. After spawning, all units are stored in List. After certain of time I need to destroy units (not fixed time and not time-based at all, but only at will), but the script Destroy (gameObject) not working. Here is the sample of my code:

     //Spawner code fragment
         GameObject Loco1;
                     Loco1 = Instantiate (TestLoco, transform.position, transform.rotation) as GameObject;
                     UM.Units.Add(Loco1.transform.GetComponent<BasicUnitScript>().thisUnit); //adding new unit to list in UnitManager
         
         //Unit code fragment
         void OnAwake ()
             {
                 UM = GameObject.Find ("Camera").GetComponent<UnitManager> ();
                 thisUnit.gUnit = gameObject;
                 thisUnit = UM.UnitReturn (this.gameObject);
 
 //UnitManager returns to object reference to itself in the List
         public class UnitManager : MonoBehaviour {
             public List<Unit> Units = new List<Unit> ();
         public Unit UnitReturn(GameObject gUnit) 
             {
                 for(int i = 0; Units.Count > 0; i++)
                 {
                     if(gUnit == Units[i].gUnit)
                     {
                         return Units[i];
                     }
                 }
                 return null;
             }
         }
         
         //and again Unit's code sample
             public void Sell ()
             {
                 arrowMarked = false;
                 if (isSelected)
                 {
                     UM.UnitsSelected.Remove (thisUnit);
                 }
                 UM.Units.Remove (thisUnit);
                 Destroy (gameObject);
             }

What I can't understand, is that: at the same tame another specially instantiated object (3D animated arrow pointing selected unit) is destroying normally (it destroyed when unit deselected and instantiated on new select).

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Answer by Kiwasi · May 09, 2014 at 12:39 AM

The units Sell() method looks alright. I suspect there is a problem with whatever is calling the Sell() method. Try inserting the following at the beginning of your Sell() method (line 32)

 Debug.Log("Sell() method called");

This will let you know if the Sell() method is actually being called on the unit. Chances are the Destroy (gameObject) is working fine, but your code never makes it there.

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