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Question by Spaceant47 · Mar 20, 2021 at 03:53 PM · c#2dlistlayerslists

How do i remove a list item from the scene while adding the next?

I'm making a flashcard game and want to add a flashcard from a list to the scene with a button press. I can add the cards to the scene but sometimes they end up on the same layer as the previous flashcard and i can't see it. I would like it if each time i add a new flashcard from the list it ends up on the next layer (infront of the previous card) so i can see it, but i think it would be better to completely remove the previous flashcard when i press the button to add the next. How do i do that?

Here is what i have so far.

public class ListManager : MonoBehaviour { public List characterPrefabs = new List();

 // Start is called before the first frame update
 void Start()
 {
     
 }

 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.RightArrow))
     {
         if (characterPrefabs.Count > 0)
         {
             int characterIndex = Random.Range(0, characterPrefabs.Count);

             Instantiate(characterPrefabs[characterIndex], new Vector3(0, 0, 0), characterPrefabs[characterIndex].transform.rotation);

             characterPrefabs.RemoveAt(characterIndex);
         }

         if (characterPrefabs.Count == 0)
         {
             Debug.Log("Game Over");
         }
     }
 }

}

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Answer by mangosauce_ · Mar 20, 2021 at 04:34 PM

Hiya! You can simply store the most recently shown object as a variable, then destroy it when a new object is shown. I wrote some changes to your script that might help with that.


         List<GameObject> characterPrefabs = new List<GameObject>();
 
         // Added a variable to store the value of our last
         // shown object!
         private GameObject lastShownObject;
 
         void Start()
         {
             
         }
 
         void Update()
         {
             if (Input.GetKeyDown(KeyCode.RightArrow))
             {
                 if (characterPrefabs.Count > 0)
                 {
                     // If the last shown object exists, destroy it.
                     // Alternatively, if you just want to keep it around,
                     // but deactivate it, you could use lastShownObject.SetActive(false)
                     if (lastShownObject)
                         Destroy(lastShownObject);
 
                     int characterIndex = Random.Range(0, characterPrefabs.Count);
 
                     // Store this new object as the last shown object
                     lastShownObject = Instantiate(characterPrefabs[characterIndex], new Vector3(0, 0, 0), characterPrefabs[characterIndex].transform.rotation);
 
                     characterPrefabs.RemoveAt(characterIndex);
                 }
                 if (characterPrefabs.Count == 0)
                 {
                     Debug.Log("Game Over");
                 }
             }
         }



In short, Instantiating an object returns that newly-created object, so you can store it to a variable. Then, you can simply check if it exists and destroy it before instantiating a new one (which is then stored to the variable in its place).

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avatar image Spaceant47 · Mar 20, 2021 at 07:38 PM 0
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