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Question by Grish · Apr 28, 2016 at 05:14 AM · instantiateprefabs

Trouble with prefabs and activating each other's scripts

Hi,

I have an issue which I can't seem to solve in regards to prefabs knowing when other prefabs have been deleted.

As an example I have a game manager that spawns 100 cubes. Each cube has a script attached that spawns a sphere above it when it spawns. Both cubes and spheres are prefabs. So far so good, we have 100 cubes with 100 sphere above them.

Now each sphere has a script attached that destroys it when it is clicked on. What I would like is for each of the cubes to then know that the sphere above it has been destroyed and spawn another one.

The trouble is that I can't seem to send a message to the cube below to let it know the sphere above had been destroyed.

I've tried the following:

1) Childing the sphere - can;t as both are prefabs and it gives an error 2) Actually getting the cube to shoot an invisible ball to check if the sphere is there - memory issues 3) numbering prefabs - but this got messy and the numbers add up quickly to over millions - currently all instantiated prefabs have the (Clone) bracket next to them.

Using the latest 5.3.4 C#

I simply need to let the cube know when the sphere has been destroyed.

Thanks for your help.

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avatar image Grish · Apr 30, 2016 at 01:43 PM 0
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I'm still kind of new to this, so please let me know if my question is unclear or missing something to help you answer my question.

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Answer by Zoogyburger · Apr 30, 2016 at 06:56 PM

Here's some psudo-code:

 void OnClick()
 { 
     Destroy(gameobject);
     if(gameobject == destroyed ){
         Spawn a new one!
     }
 }
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