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Question by Derf321 · Feb 05, 2015 at 04:16 AM · androiddestroy

GameObject spawning on Editor, but not on Android

I have an in-game level editor, and upon loading a level file, it should -Destroy any instance of "FakeBall" -Load level (spawns GameObjects, which SHOULD but might not include a FakeBall) -Check if there's a FakeBall, if there isn't then spawn one at 0,0,0

Here's my code:

 var fakeball : GameObject;
 
 ...
 
 Destroy(GameObject.Find("FakeBall")); //Destroy FakeBall if there is one
 
 if (System.IO.File.Exists(filePath + "/" + levelName + ".txt"))
 {
      //Parse level, and probably a FakeBall
 }
     
 if (GameObject.Find("FakeBall") == null)
 {
     fakeball = Instantiate(Resources.Load("FakeBall"), Vector3(0,0,0), Quaternion.identity);
     fakeball.name = "FakeBall";
 }

It seems to work fine in the editor, but not on my phone. Any ideas? I tried DestroyImmediate() instead of Destroy() too, and on the last "if" trying without "== null"

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avatar image DiebeImDunkeln · Feb 05, 2015 at 07:07 AM 0
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Should your GameObject appear above another graphic? I had the same problem with GameObjects which are above a floor tile. In the editor and on some devices are all fine and on my mobile I could'nt see them, but there are there. Because for some reason they were behind the floot tile ins$$anonymous$$d above.

I made a script for all floor tiles which set their z position fix, so the GameObject above is now visible.

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Answer by Derf321 · Mar 29, 2015 at 08:10 AM

I found that the filepaths for the Unity editor is different than for Android, so I just had to use this in the Start() function:

 if (Application.isEditor)
     filePath = Application.dataPath;
     else
     filePath = Application.persistentDataPath;
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