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Question by DangerosoDavo · Dec 13, 2018 at 02:36 PM · c#destroycoroutinedestroy object

Destroy() not removing the object all the time (Coroutine used)

Currently working on a Unity project and I'm having this issue where an object is not being destroyed. the child objects are just 2 images and a text object with no other scripts. Sometimes the object is removed correctly, but other times it is not. Can anyone see why this is? MEC is a replacement for unity coroutines but the issue happens with Unity Coroutines also and it was my first attempt to fix it.

The issue seems to happen more under load.

 using MEC;
 using System.Collections.Generic;
 using TMPro;
 using UnityEngine;
 
 [RequireComponent(typeof(CanvasGroup))]
 public class UINotificationEffect : MonoBehaviour
 {
     // Private
     private CanvasGroup canvas_group;
     private float time_passed;
     private bool fading_out;
 
     // Public
     public float alive_time = 3.0f;
     public float fade_time = 0.5f;
     public string message = "Notification message";
 
     private void Awake()
     {
         canvas_group = GetComponent<CanvasGroup>();
         canvas_group.alpha = 0;
     }
 
     private void Start()
     {
         gameObject.GetComponentInChildren<TextMeshProUGUI>().text = message;     
         Timing.RunCoroutine(FadeTo(1.0f, fade_time), gameObject);
     }
 
     private void Update()
     {
         // At alive time end, fade out and get rid of this gameobject
         time_passed += Time.deltaTime;
         if (time_passed >= alive_time && !fading_out)
         {
             Timing.RunCoroutine(FadeTo(0.0f, fade_time), gameObject);
             fading_out = true;
         }
 
         // Destroy gameobject after alive time + fade time is over.
         if (fading_out && canvas_group.alpha <= 0.02f)
         {
             Timing.KillCoroutines(gameObject);
             Destroy(gameObject, 1f);
         }
     }
 
     /// <summary>
     /// Fade alpha of the canvas group in a certain direction (controlled by alpha_value).
     /// </summary>
     /// <param name="alpha_value">Fade to full (1.0) or fade to nothing (0.0)?</param>
     /// <param name="transition_time">The fading time of the alpha.</param>
     /// <returns></returns>
     IEnumerator<float> FadeTo(float alpha_value, float transition_time)
     {
         if (gameObject != null && gameObject.activeInHierarchy)
         {
             float alpha = canvas_group.alpha;
             for (float t = 0.0f; t <= 1.0f; t += Time.deltaTime / transition_time)
             {
                 canvas_group.alpha = Mathf.Lerp(alpha, alpha_value, t);
                 yield return Timing.WaitForOneFrame;
             }
         }
         yield break;
     }
 
     /// <summary>
     /// Update the text that should be displayed.
     /// </summary>
     /// <param name="text">The new message.</param>
     public void UpdateText(string text)
     {
         message = text;
         gameObject.GetComponentInChildren<TextMeshProUGUI>().text = message;
     }
 
     /// <summary>
     /// Stop all coroutines when the gameobject is destroyed.
     /// </summary>
     private void OnDestroy()
     {
         //StopAllCoroutines();
     }
 }
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