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Cannot destroy instantiated objects
So i made a bullet which shoots forwards, but the bullet wont destroy itslef after a set amount of time. Can anyone tell me where i'm going worong?
Here's the code i'm currently using
 var prefabBullet:Transform;
 var shootForce:float;
 var destroyTimeMin:float;
 var destroyTimeMax:float;
 
 
 function Update()
 {
     if(Input.GetButtonDown("Fire1"))
     {
         var instanceBullet = Instantiate(prefabBullet, transform.position, Quaternion.identity);
         instanceBullet.rigidbody.AddForce(transform.forward * shootForce);
         
         Destroy(instanceBullet, Random.Range(destroyTimeMin, destroyTimeMax));
     }
 }
 
               Cheers
Answer by Leslie-Young · Jun 13, 2013 at 10:28 AM
I have a suspicious that since instanceBullet is a transform, you are trying to destroy the component, not the gameobject. I normally save prefabs as GameObjects, but if you do nto want to make thatchange then simply do...
 Destroy(instanceBullet.gameObject, Random.Range(destroyTimeMin, destroyTimeMax));
 
               or change it all to ..
 var prefabBullet:GameObject;
 var shootForce:float;
 var destroyTimeMin:float;
 var destroyTimeMax:float;
  
  
 function Update()
 {
     if(Input.GetButtonDown("Fire1"))
     {
        var instanceBullet = Instantiate(prefabBullet, transform.position, Quaternion.identity);
        instanceBullet.rigidbody.AddForce(transform.forward * shootForce);
  
        Destroy(instanceBullet, Random.Range(destroyTimeMin, destroyTimeMax));
     }
 }
 
              Answer by superscruf · Dec 17, 2018 at 05:52 AM
Hey - total newb here. One thing I noticed about the above solution - simply adding the "var newVariableName = " in front of [ye olde instantiation code] gives one a handle with which to manipulate the instantiated entity (not just Destroy(), any number of tweaks become available). I learned to instantiate stuff by simply using Instantiate(), so the "var =" bucket opened up a whole new world for me. Totally diggin' it!
Mo
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