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Question by Carbongrip · Jan 03, 2014 at 04:32 AM · c#inputobjectsmodelsdelete

Object Deletion

Ok so I have this game where I can place objects but when I don't have a object to place in hand I want to be able to delete them with a key. So I tried but doesn't respond… any ideas? Look at the if(objectplace == false) part...

 using UnityEngine;
 using System.Collections;
 
 public class Placement : MonoBehaviour
 {
     public bool objectplace = false, newobjectselected = false;
     public GameObject block;
     private int permanentLayer = 20;
     private GameObject nextToPlace;
     
     void Update ()
     {
         if(objectplace == true)
         {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
 
             if (Physics.Raycast(ray, out hit, 14, 1 << permanentLayer))
             {
                   float snap = 0.25f;
                 Vector3 snapped = new Vector3(Mathf.RoundToInt(hit.point.x/snap)*snap, Mathf.RoundToInt(hit.point.y/snap)*snap, Mathf.RoundToInt(hit.point.z/snap)*snap);
                 nextToPlace.transform.position = snapped;
                 if(Input.GetKeyDown("right"))
                 {
                     nextToPlace.transform.Rotate(0,90,0);
                 }
                 if(Input.GetKeyDown("left"))
                 {
                     nextToPlace.transform.Rotate(0,-90,0);
                 }
                   nextToPlace.SetActive(true);
                   if (Input.GetButtonDown("Fire1"))
                   {
                     nextToPlace.layer = permanentLayer; // place it, so we can put things on top
                     // get a new one:
                     nextToPlace = Instantiate(block, Vector3.zero, Quaternion.identity) as GameObject;
                     nextToPlace.SetActive(false);
                     objectplace = false;
                   }
             }
             else
             {
                   nextToPlace.SetActive(false);
             }
         }
         if(objectplace == false)
         {
             if (Input.GetButtonDown("Fire1"))
               {
                 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                 RaycastHit hit;
 
                 if (Physics.Raycast(ray, out hit, 14) && hit.transform.CompareTag("[Item]"))
                 {
                     if(Input.GetKeyDown("g"))
                     {
                         Destroy(hit.transform);
                     }
                 }
               }
         }
     }
 
     void LateUpdate()
     {
         if(newobjectselected == true)
         {
             Destroy(nextToPlace);
             nextToPlace = Instantiate(block, Vector3.zero, Quaternion.identity) as GameObject;
             nextToPlace.SetActive(false);
             newobjectselected = false;
         }
     }
 }
 
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avatar image Sundar · Jan 03, 2014 at 11:28 AM 0
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Try this

          if (Input.GetButtonDown("Fire1") && (Input.Get$$anonymous$$eyDown("g"))
          {
              Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
  
           if (Physics.Raycast(ray, out hit, 14,  1 << permanentLayer) && hit.transform.CompareTag("[Item]"))
          {
                  Destroy(hit.transform.gameObject);
           }
          }
 
avatar image Carbongrip · Jan 03, 2014 at 07:28 PM 0
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well tried it and didn't work so I debuged till I found something that sort of works… I can get it to work if it destroys only on click and does not check for a compare tag. So there must be something wrong with the compare tag but I can't figure it out. They all have the tag on them. Please HELP!

avatar image Sundar · Jan 03, 2014 at 08:22 PM 0
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Try to debug the tag like this

  if (Physics.Raycast(ray, out hit, 14, 1 << permanentLayer))
 {
     Debug.Log( hit.transform.tag );
     if( hit.transform.CompareTag("[Item]") )Destroy(hit.transform.gameObject);
 }
avatar image Carbongrip · Jan 04, 2014 at 05:07 AM 0
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I get nothing back at all, no debug text or destroy. $$anonymous$$akes no sense why when it should be.

avatar image Carbongrip · Jan 06, 2014 at 02:27 AM 0
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Anyone have a idea? Why the thumbs down? At least 0 votes would be better... please I am looking for help not point reduction. :(

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Answer by Carbongrip · Feb 20, 2014 at 10:52 PM

I decided to abandon this and start fresh thanks all.

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Answer by maxkunes · Jan 03, 2014 at 04:37 AM

This is your issue unless the ray cast isn't working... For sure just tested it and also I think there is another error unless you did not look at the output because the output says distinctly that you "deleting the ray-casts hit transform is not aloud destroy the gameobject instead!!" I am sorry if I couldnt fix everything but that is one of the errors. Destroy(hit.transform); To: Destroy(hit.transform.gameobject);

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avatar image Carbongrip · Jan 03, 2014 at 04:52 AM 0
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well changed it to Destroy(hit.transform.gameObject); and I get not a single error… but still can't delete what I want.

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