Destoy only the current instantiated gameobject
Hello, I'm instantiating an object called bullet from a different script. It's a very simple script and I'm trying to destroy the current instantiated bullet after 5 seconds. Here is what I've come up with so far:
Destroy(gameObject, 5);
However, when this runs every bullet copied is destroyed and I can no longer instantiate that object any longer.
How can I destroy only the current gameobject instead of all instances of that instantiated gameobject?
Answer by tusadi · Dec 25, 2016 at 06:18 AM
Add a script something like this to your bullet
void Start () {
Invoke("destroy", 1.0f);
}
void destroy () {
Destroy (gameObject);
}
Alternatively,you can make a stack of your bullets and perform more complex functions. Hope this helps :)
Edit:The complete scripts will look like these:-
The creator script(Attach on some permanent Gameobject like camer or plane)
using UnityEngine;
using System.Collections;
public class creator : MonoBehaviour {
public GameObject cube , spawner;
// Use this for initialization
void Start () {
InvokeRepeating("CreatePrefab", 1.0f, 1.0f);
}
void CreatePrefab() {
GameObject newCube = GameObject.Instantiate (cube);
newCube.transform.position = spawner.transform.position;
}
// Update is called once per frame
}
The destroyer script: (Attach on the bullet) using UnityEngine; using System.Collections;
public class destroyer : MonoBehaviour {
// Use this for initialization
void Start () {
Invoke("destroy", 5.0f);
}
void destroy () {
Destroy (gameObject);
}
}
Hm, that's still not allowing the object to be instantiated after one second. I've seen countless tutorials on this, and they all seem to do something like this, but they never do work for me.
But this script is only for destroying the instantiated object.You can attach a script a camera or plane that instantiates these objects after every one second. Is that what you want?
Answer by PizzaPie · Dec 25, 2016 at 03:51 PM
A simple script attached on the bullet prefab can do that IEnumerator Start () { yield return new WaitForSeconds(5f);
Destroy(gameObject);
}
All you have to do is replace the start fuction of the bullet with the above code or you can create a fuction like this and call it from start function: void Start(){ StartCoroutine(DestroySelf()); }
IEnumarator DestroySelf(){
yield return new WaitForSeconds(5f);
Destroy(gameObject);
}
Make sure the above code is attached on the bullet prefab and not on the object you use to instantiate the bullets. Hope that helps.
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