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Question by chipuchipu · May 25, 2018 at 12:28 AM · 2d gamescene-loadingtutorialprocedural generationgame objects

Destroying a cloned gameobject when a new scene is loaded

Hey! I am building upon two of Unity's Live-Session tutorials: 2D Roguelike and Basic 2D Dungeon Generation. The tutorial uses a scene manager to reset the level when the player reaches an objective tile.

All tiles of the tilemap are held in a GameObject called boardHolder. It acts as a container to hold all tiles to prevent the Hierarchy from becoming too long.

Once a new scene is created and a new layout generated, a new boardHolder is created.

However, in my tests, when a new scene is created, the old boardHolder still exists and causes conflicting layouts.

My question is it possible to destroy a previously instantiated gameobject during the creation of the new scene?

I've tried things like checking:

     if (boardHolder != null)
         this.Destroy(boardHolder);
     
     // Steps
     
     boardHolder = new GameObject("BoardHolder");

Or setting boardHolder to null.

Here is a screenshot of how the hierarchy looks like:

alt text

I greatly appreciate any help you guys can offer.

capture.png (9.5 kB)
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avatar image chipuchipu · May 25, 2018 at 12:32 AM 0
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I forgot to mention. if (boardHolder != null) this.Destroy(boardHolder);

      // Steps
      
      boardHolder = new GameObject("BoardHolder");

Is performed in a public method named SetupScene() that is called when generation is needed.

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Answer by jim3878 · May 31, 2018 at 02:34 AM

i thought that some code set your boardHolder to null.

try this

     Destroy(GameObject.Find("BoardHolder"));

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