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Question by DXLD · Oct 17, 2014 at 06:06 PM · destroyclone

Destroy one prefab clone of set of clones.

To be more specific, is there a way to destroy a certain clone from a list of clones? My problem is that I have 5 HousePrefab(Clone)s in my scene, I placed them using raycast, say I only wanted 4 and I built too many. Using this code deletes the first once built which is not what I want, I'd like to delete the one my mouse is over.

         if (Input.GetButtonDown ("Fire1") && collider.Raycast (ray, out hitInfo, Mathf.Infinity) && KeepingScore1.Selected == 4) {
             Destroy(GameObject.Find("House(Clone)"));
         }
 // KeepingScore.Selected == 4 is a reference to my 'remove' button being active.

I'm a bit stuck because I'm not sure if I can use Raycast to solve my issue. Or whether I need to make an array of gameObjects or if attaching a script to the HousePrefab would do it. Any advice on the way forward would be greatly helpful.

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Answer by DXLD · Oct 17, 2014 at 09:23 PM

 public Transform HousePreFab = (Transform)Resources.Load("House", typeof(Transform));

public class Tile : MonoBehaviour {

 void Update () {
         ClicktoChangeWeight ();
     }    
 void ClicktoChangeWeight(){ 
         int a = Weight;
         Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
         RaycastHit hitInfo;
 
         if (collider.Raycast (ray, out hitInfo, Mathf.Infinity)) {
             if (Physics.Raycast (ray, out hitInfo)){
 
                 if (Input.GetButtonDown("Fire1") && hitInfo.transform.gameObject.tag == "House" && KeepingScore1.Selected == 4) {
                     //Destroy(GameObject.Find("House(Clone)")); // Destroys House(clone) at the top of the list.
                     //Destroy(GameObject.FindWithTag ("House")); // Destroys House(clone) at the top of the list.
                     Debug.Log("House Hit"); // Works fine
 
                 }
               }
     }  

 }}

So this is my code. Sorry for the syntax. I have tried verious versions of Destroy(); as shown with the comments. Each time the House(Clone) that gets destroyed is the first one created. I am trying to identify the House(Clone) prefab that is at the cursor position.

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avatar image KpjComp · Oct 17, 2014 at 09:52 PM 0
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Destroy(hitInfo.transform.gameObject);

avatar image DXLD · Oct 17, 2014 at 10:12 PM 0
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Thanks a lot! That works! $$anonymous$$uch gratitude to you.

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Answer by Kowbell · Oct 17, 2014 at 06:39 PM

It seems what you're saying is that, if they have placed 4 houses down, then when they place the fifth, destroy that fifth. The solution to this: Before the code that involves placing the house, have an if statement that checks the number of houses and only executes if there are only <4 houses; i.e.

 if(houses <4)
 {
     if(Mouse1)
     {
         if(raycast)
         {
         }  
     }
 }

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avatar image DXLD · Oct 17, 2014 at 07:21 PM 0
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The Amount of clones isn't the issue here I'm afraid. I already have code that stops a prefab from being placed in the same location using if(houses <4) type of code.

Previously I used GameObject HousePrefab; but this time I am using Transform HousePrefab. Using raycast this is the only difference I can see in my code, I may have to just use GameObject when I initialize.

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