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Question by BKarner · Mar 10, 2014 at 04:35 PM · c#gameobjectprefabspawning

Destroying Game object (Not destroying) C#

I currently have a script which spawns objects at the top of the screen and fall with gravity. However, when I call "Destroy(prefab)", the prefab does not destroy at all. Here is the code:

 using UnityEngine;
 using System.Collections;
 
 public class AsteroidManager : MonoBehaviour {
     
     public float minTime; 
     public float maxTime;
     public bool doSpawn = true;
     
     public GameObject prefab;
     
     public Vector3 minSize, maxSize;
     public float minX, maxX;
     
     public Vector3 startPosition;
     
     // Use this for initialization
     void Start () {
         rigidbody.useGravity = false;
         doSpawn = false;
         renderer.enabled = true;
         enabled = false;
         GameController.GameStart += GameStart;
         GameController.GameOver += GameOver;
     }
     
     // Update is called once per frame
     void Update () {
         if(prefab.transform.localPosition.y < -5){
             Destroy(prefab);    
         }
     }
 
     IEnumerator Spawner(){
         while(doSpawn) {
             Vector3 v = new Vector3(Random.Range(minX, maxX), 25, 0);
             Quaternion r = new Quaternion(0,0,0,0);
                Instantiate(prefab, v, r);
             prefab.renderer.enabled = true;
             prefab.rigidbody.useGravity = true;
                yield return new WaitForSeconds(Random.Range(minTime, maxTime));
         }
     }
     
     private void GameStart () {
         Vector3 temp;
         temp.x = 0; temp.y = 0; temp.z = 0;
         rigidbody.velocity = temp;
         rigidbody.useGravity = true;
         transform.localPosition = startPosition;
         renderer.enabled = true;
         enabled = true;
         doSpawn = true;
         StartCoroutine(Spawner());
     }
     private void GameOver () {
         rigidbody.useGravity = true;
         Destroy(prefab);
         
         renderer.enabled = false;
         doSpawn = false;
         enabled = false;
     }
 }

Any help would be greatly appreciated.

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Answer by robertbu · Mar 10, 2014 at 04:38 PM

You are trying to destroy the prefab...the blueprint for all of your asteroid. Luckily, since the prefab is not moving, the condition is never met. These lines of code...

 void Update () {
    if(transform.position.y < -5){
      Destroy(prefab); 
    }
 }

...need to be on a script attached to the asteroid prefab. That is, each asteroid is needs to be responsible for destroying itself. The alternative is to keep a generic list of asteroids created in your AsteroidManager and then check each one each frame, destroying it and removing it from the list if the condition is met.

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avatar image BKarner · Mar 10, 2014 at 04:51 PM 0
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 using UnityEngine;
 using System.Collections;
 
 public class AsterBeh : $$anonymous$$onoBehaviour {
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         if(transform.localPosition.y < -5){
             Destroy(this.gameObject);    
         }
     }
 }

Like this?

Got it working. Thank you very much for your help Robertbu. You've been an amazing help.

avatar image robertbu · Mar 10, 2014 at 05:59 PM 0
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Note unless you are doing parenting, line 13 should use transform.position, not transform.localPosition. I know my original answer used 'localPosition'.

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