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Question by dhvl5 · Oct 03, 2018 at 11:39 AM · gameobjectinstantiatedestroyrepeatfloor

Having problem with Destroying GameObject

ERROR - the object of type gameobject has been destroyed but you are still trying to access it

So I'm creating Doodle Jump for learning and I want as soon as my camera and player goes up The Floor/Platform should be Destoyed....And here's my scripts

  • CameraScript

    using UnityEngine;

    public class CameraScript : MonoBehaviour {

       public Transform target;
         public GameObject floor;
         public GameObject platform;
         
         void LateUpdate ()
         {
             if (target.position.y > transform.position.y)
             {
                 Vector3 newPos = new Vector3(transform.position.x, target.position.y, transform.position.z);
                 transform.position = newPos;
                 floor.GetComponent<RepeatLevel>().spawnFloors();
                 DestroyObject();
             }
         }
     
         public void DestroyObject()
         {
             if (target.position.y > 10f)
             {
                 Destroy(this.floor);
             }
         }
     }
     
    
    
  • RepeatLevel Script

    using UnityEngine;

    public class RepeatLevel : MonoBehaviour {

       public GameObject platformPrefab;
         private float minY = 0f;
         private float maxY = 1f;
         private float levelWidth = 3f;
     
         public void spawnFloors()
         {
             Vector3 spawnPosition = new Vector3();
             for (int i=0; i<=0; i++)
             {
                 spawnPosition.y = maxY++;
                 spawnPosition.x = Random.Range(-levelWidth, levelWidth);
                 Instantiate(platformPrefab, spawnPosition, Quaternion.identity);
             }
         }
     }
     
    
    
  • Floors Script

    using System.Collections; using System.Collections.Generic; using UnityEngine;

    public class Floors : MonoBehaviour {

       float jump = 10f;
     
        void OnCollisionEnter2D(Collision2D collision)
         {
             if (collision.relativeVelocity.y <= 0)
             {
                 Rigidbody2D rb2d = collision.collider.GetComponent<Rigidbody2D>();
                 if (rb2d != null)
                 {
                     Vector2 velocity = rb2d.velocity;
                     velocity.y = jump;
                     rb2d.velocity = velocity;
                 }
             }
         }
     }
     
    
    
    
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