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This question was closed Sep 27, 2015 at 01:13 PM by RedDevil for the following reason:

The question is answered, right answer was accepted

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Question by RedDevil · Dec 15, 2013 at 05:13 PM · animationdestroy

Unity3D Destroying animation after its played

So what im trying to do is after the destroy player function was called I want my player to play an animation and then to delete the object and the animation that its played.At the moment it plays the animation and then creates a new player object ,but the animation is still on screen and its not destroyed.Please help me.

  function destroyPlayer(dpos : Vector3)
 {
 var player1 : GameObject = Instantiate(playerDeathObj,dpos,playerDeathObj.transform.rotation) as GameObject;
 player1.animation["death"].speed = 3.5;
 yield WaitForSeconds(0.5);
 Destroy(player1);
 }

After running a Debug.Log after the WaitForSeconds i noticed that destroy player is not even reached but if i try to put it on the Update function it destroys my new object.I really dont know what to do.Help me please.

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avatar image RedDevil · Dec 15, 2013 at 05:02 PM 0
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also if i remove the yield WaitForSeconds it destroys it like it should but the animation is not played anymore...

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Answer by Kiloblargh · Dec 15, 2013 at 05:22 PM

playerDeathObj is a reference to a prefab and as such it does not have a transform.rotation, so your Instantiate is wrong. You need to set the rotation to the transform of something already in your scene.

Destroy can take a second argument that is the wait time, making the yield WaitForSeconds redundant.

Finally. you don't always need to Destroy things; SetActive (false) is better in most cases.

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avatar image RedDevil · Dec 15, 2013 at 05:28 PM 0
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I did not know Destroy can take wait time argument.Thank you very much that totaly solved my problem :D .

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