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Question by LorenzoSampietro · Jul 11, 2020 at 07:14 PM · gameobjectanimatorbest practices

Destroy GameObject after triggered animation

Hello,

I would like to destroy a GameObject after triggered animation is finished.

In this example I have some tokens on playfield, when the player pick a token this is destroyed after a little animation.

Here the script attached to my token:

 public class TokenPick : MonoBehaviour
 {
     private Animator m_animator;
     private void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.CompareTag("Player"))
         {
             m_animator.SetTrigger("Picked");
             Destroy(gameObject, m_animator.GetNextAnimatorStateInfo(0).length));
         }
     }
 }

My token have an animator with the "idle" animation in loop.

alt text When the player touch the token I set the trigger "Picked". After that "in theory" the token in destroyed..

In short: I want to use the animator framework without calling PlayAnim,...

The problem is: when I get m_animator.GetNextAnimatorStateInfo it returns always 0.

Where is the error? I'm in a right direction or no?

thanks in advance Lorenzo

schermata-2020-07-11-alle-211002.png (122.9 kB)
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Answer by ray2yar · Jul 11, 2020 at 08:01 PM

Is there a reason to not use an animation trigger? If you know the length of the animation you could just hard code that in- not flexible but would work.

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