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This question was closed Jul 01, 2021 at 02:13 PM by FailMeThrice for the following reason:

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Question by FailMeThrice · Jun 30, 2021 at 09:09 PM · scripting problemtransformbug-perhapsdestroy objectscript loading

Check transform changes on multiple GameObjects / re-instantiate script on existing GameObject

I have a Manager object to which I attach a script that listens to transform changes on multiple GameObjects in the scene.

The script works fine on the first instantiation on the Manager and when the GameObjects it listens to are instantiated for the first time. But after I destroy the GameObjects and re-instantiate a new set of GameObjects to listen to, I can't reset the script's public variables, so the Update() method is still listening to destroyed GameObjects within the obsolete dictionary.

 using UnityEngine;
 using System.Collections.Generic;
 
 
 public class InteractionManager : MonoBehaviour
 {
 
     private Dictionary<GameObject, Vector3> _interactables;
 
     public void Awake()
     {
         _interactables = new Dictionary<GameObject, Vector3>();
     }
 
     private void appendGO (GameObject gO)
     {
         gO.transform.hasChanged = false; // prevent initial update
         _interactables.Add(gO, gO.transform.position);
 
         Debug.Log("NEW interaction tracking for GameObject: " + gO.name);
     }
 
     public void addGO( GameObject gO )
     {
         if( !_interactables.ContainsKey(gO) )
         {
             appendGO(gO);
         }
         else{
             print("Already listening to Object " + gO.name);
         }
     }
 
 
     public void reset()
     {
         _interactables.Clear();
     }
 
     public void Update()
     {
         // BUG: public variables are not updated, can Add but not Remove
 
         List<GameObject> keys = new List<GameObject>(_interactables.Keys);
         foreach(GameObject gO in keys)
         {
             // when GameObjects are destroyed
             if( gO == null)
             {
                 print("Object reference missing");
                 continue;
             }
 
             // detect changes to objects transform
             if (gO.transform.hasChanged)
             {
                 Debug.Log("The transform has changed!");
                 gO.transform.hasChanged = false;
             }
         }
     }
     
 }

I've read on some other threads that we can simply destroy the Manager's script component and re-instantiate it. But when I do that, it stops calling the Update() method altogether.

I've also tried serialization, but it didn't change anything in my context.

Is there anything I missed out ? I'm running out of ideas.

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avatar image FailMeThrice · Jul 01, 2021 at 02:14 PM 0
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I just saved the object name instead of its reference, so I'm finding the object at each call of Update()

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