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Question by NoiseyAgent · Oct 28, 2016 at 07:51 AM · gameobjectdestroyserialization

Function not deleting game objects after leaving play mode.

I am creating a custom UI control and the setting up a custom inspector. The inspector has a function to add or remove sliders. The sliders are stored in a list when they are created. It all works fine before I enter play mode. Once I have entered and then left play mode it no longer deletes the game objects and it creates a new game object with no name, no parent and no recttransform. It does remove them from the list but they are not deleted. Even odder if I call the SetPadding function all by itself it creates the same type of game object. I have a feeling it has to do with the serialization but I am super lost.

  private void ManageSliders()
     {
         if (dccNumberAllotment.numberOfFields < dccNumberAllotment.slidersList.Count)
         {
             Debug.Log("Test the less than managesliders");
 
             int differnce = dccNumberAllotment.slidersList.Count - dccNumberAllotment.numberOfFields;
             for (int i = 0; i < differnce; i++)
             {
                 Debug.Log("Test the less than managesliders for loop");
 
                 NumberAllotmentSlider slider = dccNumberAllotment.slidersList[dccNumberAllotment.slidersList.Count - 1];
 
                 DestroyImmediate(slider.NumberAllotmentSliderObject);
                 dccNumberAllotment.slidersList.Remove(slider);
             }
         }
         if (dccNumberAllotment.numberOfFields > dccNumberAllotment.slidersList.Count)
         {
             int differnce = dccNumberAllotment.numberOfFields - dccNumberAllotment.slidersList.Count;
             Debug.Log("Test the more than managesliders");
 
 
             for (int i = 0; i < differnce; i++)
             {
 
                 Debug.Log("Test the more than managesliders for loop");
 
                 NumberAllotmentSlider slider = dccNumberAllotment.slidersList[dccNumberAllotment.slidersList.Count - 1];
                 EditorUtility.SetDirty(slider.NumberAllotmentSliderObject);
 
                 RectTransform rect = slider.NumberAllotmentSliderObject.GetComponent<RectTransform>();
 
                 NumberAllotmentSlider sliderComponent = new NumberAllotmentSlider(dccNumberAllotment.content, "Slider " + (dccNumberAllotment.slidersList.Count + 1), Slider.Direction.LeftToRight,
                                                                                   new Vector2(.5f, 1), new Vector2(.5f, 1), new Vector2(.5f, 1), 0, rect.anchoredPosition.y - rect.rect.height, 160, 20);
                 sliderComponent.slider.wholeNumbers = true;
                 dccNumberAllotment.slidersList.Add(sliderComponent);
 
             }
         }
         SetPadding();
     }



 private void SetPadding()
     {
         Debug.Log("Test SetPadding");
         Debug.Log("Sliders List Count; " + dccNumberAllotment.slidersList.Count);
         // Debug.Log("LastPadding from start of SetPadding: " + lastPadding);
 
         for (int i = 0; i < dccNumberAllotment.slidersList.Count; i++)
         {
             Debug.Log("Test SetPadding for loop");
 
             if (i > 0)
             {
                 RectTransform topRect = dccNumberAllotment.slidersList[i - 1].NumberAllotmentSliderObject.GetComponent<RectTransform>();
                 RectTransform bottomRect = dccNumberAllotment.slidersList[i].NumberAllotmentSliderObject.GetComponent<RectTransform>();
                 float currentPadding = (topRect.anchoredPosition.y - bottomRect.anchoredPosition.y) - bottomRect.rect.height;
                 if (currentPadding > dccNumberAllotment.padding)
                 {
                     float difference = dccNumberAllotment.padding - currentPadding;
                     RectTransform rect = dccNumberAllotment.slidersList[i].NumberAllotmentSliderObject.GetComponent<RectTransform>();
                     rect.anchoredPosition = new Vector2(rect.anchoredPosition.x, rect.anchoredPosition.y - difference);
                 }
 
                 if (currentPadding < dccNumberAllotment.padding)
                 {
                     float difference = dccNumberAllotment.padding - currentPadding;
                     bottomRect.anchoredPosition = new Vector2(bottomRect.anchoredPosition.x, bottomRect.anchoredPosition.y - difference);
                 }
             }
         }
     }
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