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Question by mediamavrick · Mar 15, 2015 at 06:25 AM · instantiateprefabontriggerenter

How do I re-instantiate original prefab after a game object inside has been destroyed?

I am making an infinite runner. My player collects tokens (at which point they are destroyed), and once he collects a red token, I re-instantiate the level to create the illusion of an infinite level. My problem is that when I re-instantiate the level, my tokens are not showing up because they have already been destroyed. Does anyone know how I can make it so that my level prefab shows back instantiates with all the tokens back in place? Everything else on my level gets re-instantiated except for objects that have been deleted. Bellow is my trigger where everything gets done.

 public void OnTriggerEnter(Collider other)
     {
 
         if (other.gameObject.name.Contains ("Player"))
         {
              
 
             if(count == 0){
                 Debug.Log("Enemy Collision");
                 Instantiate(ground,new Vector3(distance, 0, 0), Quaternion.identity);
                 Destroy(ground);
 
                 distance = distance+ 40.31f;
 
             count=1;
             }
 
             else{
                 Debug.Log("Enemy Collision");
                 Instantiate(ground,new Vector3(distance, 0, 0), Quaternion.identity);
                 Destroy(ground);
 
                 distance = distance + 40.31f;
                             }
 
         }
     }
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Answer by Denvery · Mar 15, 2015 at 10:10 AM

Can you try not to destroy your tokens, but make them inactive?

 game object.SetActive(false)

And activate them when reactivating level? May be it helps...

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Answer by JedBeryll · Mar 15, 2015 at 07:23 PM

You could try destroying the instance.

GameObject newGround = Instantiate(ground,new Vector3(distance, 0, 0), Quaternion.identity) as GameObject;

Destroy(newGround);

This way you keep the original ground.

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