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Question by Willliam · Mar 05, 2017 at 03:00 PM · coroutinesphere

I don't if I am stupid,but it confuses me really.

public class RayShooter : MonoBehaviour { private Ray ray; private Vector3 rayStartPoint; private Camera _camera; RaycastHit rayHit; private GameObject ball;

 // Use this for initialization
 
 
 void Start () {
 _camera =GetComponent<Camera>();
 }
 
 // Update is called once per frame
 void Update () 
 
 {
     if (Input.GetMouseButtonDown(0))
     {
     rayStartPoint=new Vector3(_camera.pixelWidth/2,_camera .pixelHeight/2,0);
     
     ray=_camera.ScreenPointToRay(rayStartPoint);
     Physics.Raycast(ray, out rayHit);
    
  ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
    ball.transform.position = rayHit.point;
     
         StartCoroutine("Creatball");
         
     }
    
 **}

The Script below I write down is to make a Sphere on the RayCastHit point and destroy it 0.3 seconds later.but when I click the mouse quickly enough,some spheres are not destroied,why ? When I move the script "ball = GameObject.CreatePrimitive(PrimitiveType.Sphere); ball.transform.position = rayHit.point;" into the coroutine method(add a script in front :”GameObject ball;“ )and delete the script "private GameObjet ball".it is ok.everyball is destroid,why**

private IEnumerator Creatball() {

     yield return new WaitForSeconds(0.3f);
     Destroy( ball); 
 }

}***

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avatar image Willliam · Mar 05, 2017 at 03:02 PM 0
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I am sorry,the script I write is this,if I click button quickly enough,some ball did not disappear.

public class RayShooter : $$anonymous$$onoBehaviour { private Ray ray; private Vector3 rayStartPoint; private Camera _camera; RaycastHit rayHit; GameObject ball;

 // Use this for initialization
 
 
 void Start () {
 _camera =GetComponent<Camera>();
 }
 
 // Update is called once per frame
 void Update () 
 
 {


     if (Input.Get$$anonymous$$ouseButtonDown(0))
     {
     rayStartPoint=new Vector3(_camera.pixelWidth/2,_camera .pixelHeight/2,0);
     
     ray=_camera.ScreenPointToRay(rayStartPoint);

     Physics.Raycast(ray, out rayHit);
    

     //To Show the ball on the Object hit;
    
         
      ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
      ball.transform.position = rayHit.point;

         StartCoroutine("Creatball");
         
     }

    
 }

 private IEnumerator  Creatball()
 {

    
   


     yield return new WaitForSeconds(0.3f);
     Destroy( ball); 

 }


}

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Answer by Willliam · Mar 05, 2017 at 03:07 PM

If I write like this ,every ball is destroied ,and it is ok.

using UnityEngine; using System.Collections;

public class RayShooter : MonoBehaviour { private Ray ray; private Vector3 rayStartPoint; private Camera _camera; RaycastHit rayHit; // GameObject ball;

 // Use this for initialization
 
 
 void Start () {
 _camera =GetComponent<Camera>();
 }
 
 // Update is called once per frame
 void Update () 
 
 {


     if (Input.GetMouseButtonDown(0))
     {
     rayStartPoint=new Vector3(_camera.pixelWidth/2,_camera .pixelHeight/2,0);
     
     ray=_camera.ScreenPointToRay(rayStartPoint);

     Physics.Raycast(ray, out rayHit);
    

     //To Show the ball on the Object hit;
    
         
       // ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        //ball.transform.position = rayHit.point;

         StartCoroutine("Creatball");
         
     }

    
 }

 private IEnumerator  Creatball()
 {

    
    GameObject ball = GameObject.CreatePrimitive(PrimitiveType.Sphere);
    ball.transform.position = rayHit.point;


     yield return new WaitForSeconds(0.3f);
     Destroy( ball); 

 }


}

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