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Question by munggol97 · Nov 28, 2018 at 01:45 AM · gameobjectinstantiatedestroy objectobject poolcondition

How to Instantiate a game object at the same position where the previous is destroyed

I have multiple empty game objects that serves as the spawn points that spawns the game objects and I want the spawned game objects to be destroyed and Instantiate a new one on same spawn point if the condition to be tested is true.

I have 2 separate scripts, the on attached on the spawn points objects and another for the game manager that has the condition in it.

The Condition on the Game manager script:

     public void checkword()
     {
         wordBuilded = displayer.text.ToString();
 
         LetterTiles[] tiles = FindObjectsOfType<LetterTiles>();
 
         foreach (LetterTiles item in tiles)
         {
 
             if (txtContents.Contains(wordBuilded))
             {
                 if (item.gameObject.CompareTag("clicked"))
                 {
                     Destroy(item.gameObject);
                     FindObjectOfType<letterSpawner>().refresh();
                 }                                                     
             }
 
             else
             {
                 if (item.gameObject.CompareTag("clicked"))
                     item.GetComponent<Button>().interactable = true;
             }
 
         }
     }
 
 }

The script attached to the spawn point objects that Instantiates the objects

 using UnityEngine;
 
 public class letterSpawner : MonoBehaviour {
 
     public GameObject[] letterTiles;
     GameObject tiles;
     Vector3 scale = new Vector3(0.8f, 0.8f, 0);
 
     void Start () {
         refresh();
     }
     
     public void refresh()
     {
         int rand = Random.Range(0, letterTiles.Length);
         tiles = Instantiate(letterTiles[rand], transform.position, Quaternion.identity);
         tiles.transform.SetParent(gameObject.transform);
         tiles.transform.localScale = scale;
        
     }
 }



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avatar image R4y-GM · Nov 28, 2018 at 07:01 PM 0
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u need to refresh your transform before destroy

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Answer by R4y-GM · Nov 28, 2018 at 06:57 PM

i think it works but i don't know, am now on my phone

 //get the destroyed item position
 transformIT = item.GetComponent<Transform>();
   
 istantiate(letterTiles[rand], transformIT.position, quaternion.identity)


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Answer by mayur7garg · Nov 28, 2018 at 06:46 PM

  • Store the transform of the gameObject before you destroy it.

  • Add an optional (or mandatory if you like) parameter Transform spawnTransform = transform in the refresh() method.

  • Pass the stored transform to the refresh method.

  • In the Instantiate method in refresh method, replace transform.position with the spawnTransform.position (which is the argument which was passed to the refresh method).

I hope it works. @munggol97

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