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Question by ccwiegreff · Nov 29, 2016 at 01:41 AM · destroystringclonegameobject.find

Clones not being Destroyed

 using UnityEngine;
 using System.Collections;
 
 public class ClickButton : MonoBehaviour {
     public string Previous = "";
     public GameObject PopUp;
 
     void OnMouseDown()
     {
         Destroy(GameObject.Find(Previous));
 
         Instantiate(PopUp);
     }
 }
 
     
 

Everytime I run and click on the button the clone object stays and instantiates the new object however if the object is not a clone it works fine. However it being a clone is necessary

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Answer by GamezAtWork · Nov 29, 2016 at 04:41 AM

Hm, I believe that might be because cloned objects usually have a name like "PrefabName (Clone)", perhaps. You usually would have to set the name of the cloned objects directly, like, newObject.name = Previous. Could you see what the name of the instantiated objects are?

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avatar image ccwiegreff · Nov 29, 2016 at 05:15 AM 0
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The name of the prefab in question is Options, I've tried typing in Options(Clone) into the string but ins$$anonymous$$d of not destroying itself and instantiating a new prefab it fails to do both. It's just strange how it works when is not a clone

avatar image GamezAtWork ccwiegreff · Nov 29, 2016 at 05:28 AM 0
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I might be wrong, but isn't there a space in between? Like, Options (Clone).

avatar image ccwiegreff GamezAtWork · Nov 29, 2016 at 09:05 PM 0
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No space. Also when it doesnt delete the clone the next one has a name Options(clone)(clone) and so on, if that helps,

avatar image ccwiegreff · Nov 29, 2016 at 09:11 PM 0
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It was acting weird Yesterday but I tried your first answer today and it worked. Thanks

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