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Question by meechan007 · Sep 05, 2015 at 08:08 PM · script.object

Object deletes when a script is added.

I am trying to add a script to an empty game object but when i add it the object deletes. How can i fix this? Here is my code:

using UnityEngine; using System.Collections; using UnityEngine.UI;

public class GM : MonoBehaviour {

 public int lives = 3;
 public int bricks = 20;
 public float resetDelay = 1f;
 public Text livesText;
 public GameObject gameOver;
 public GameObject youWon;
 public GameObject bricksPrefab;
 public GameObject paddle;
 public GameObject deathParticles;
 public static GM instance = null;

 private GameObject clonePaddle;

 // Use this for initialization
 void Awake () 
 {
     if (instance == null)
         instance = this;
     else if (instance != this)
         Destroy (gameObject);

     Setup();
 
 }

 public void Setup()
 {
     clonePaddle = Instantiate(paddle, transform.position, Quaternion.identity) as GameObject;
     Instantiate(bricksPrefab, transform.position, Quaternion.identity);
 }

 void CheckGameOver()
 {
     if (bricks < 1)
     {
         youWon.SetActive(true);
         Time.timeScale = .25f;
         Invoke ("Reset", resetDelay);
     }

     if (lives < 1)
     {
         gameOver.SetActive(true);
         Time.timeScale = .25f;
         Invoke ("Reset", resetDelay);
     }

 }

 void Reset()
 {
     Time.timeScale = 1f;
     Application.LoadLevel(Application.loadedLevel);
 }
 
 public void LoseLife()
 {
     lives--;
     livesText.text = "Lives: " + lives;
     Instantiate(deathParticles, clonePaddle.transform.position, Quaternion.identity);
     Destroy(clonePaddle);
     Invoke ("SetupPaddle", resetDelay);
     CheckGameOver();
 }

 void SetupPaddle()
 {
     clonePaddle = Instantiate(paddle, transform.position, Quaternion.identity) as GameObject;
 }

 public void DestroyBrick()
 {
     bricks--;
     CheckGameOver();
 }

}

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Answer by robin-theilade · Sep 05, 2015 at 08:15 PM

I'm guessing the code is from the script you're trying to add in the editor. Try renaming the Reset method to Reset2 just to be sure that Unity does not call that method upon adding the script.

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