So I want to only activate when it enters a trigger.//public string FindGameOBJ; <-To be implemented for future re-usability. It deactivates the trigger. JS: function public static void Destroy (Object obj, float t = 0.0F); Parameters. In Unity, a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Use this function with care since it can destroy assets permanently!

In this article we see how to create and destroy GameObjects in Unity at runtime.

I want to destroy the scorezone (only of that specific instance), when the player touches the obstacle. :)");//Tells me if it found said object, and confirms it is indeed null (yes it works).//gameObject.transform.GetChild(0).gameObject.SetActive(true);//child.gameObject.SetActive(true); <- Tried this first, but no dice. This will cause serious problems (as a general programming practice, not just in Unity). t: The optional amount of time to delay before destroying the object.

... We are going to use a variant of the Instantiate method that will create the object and place it in the hierarchy as a child of the GameObject we indicate.

However, when an enemy bug attacks the player, I need to be able to delete a specific number of child gameobject bees from the swarm.

{Debug.Log("Activating BallHealZone! in the Unity community.Why is it such a PITA to access a game objects child?assuming BallHealZone is the child of the gameobject this script is attached to... which is the impression you've given in the code you've been posting at leastI have a parent object that is not meant to be activated until later in the game. This is often done to design pre-determined situations into a game: for example, if you knew you wanted an enemy to appear at a specific spot on a map, you would drop it into the game. You can also use the Vector3 of another object to Instantiate your clone in a movable spot by creating another variable and assigning it to an active GameObject like so:This code grabs the x and y coordinates of the new GameObject, plugs them into the Instantiation code, and creates a clone at those same coordinates. obj: The object to destroy. To explain, we'll need to look at Instances.Instances are clones of prefabricated GameObjects - prefabs - which form the basis of all in-game interactions in Unity. No more Instance, and no error to boot since it is an Instance and not a prefab.A full example of a script that could create and Destroy Instances might look something like this:Press G and an Instance of guyGameObject is created at the coordinates of instantiateObjectHere. HubPagesCopyright © 2020 HubPages Inc. and respective owners.As a user in the EEA, your approval is needed on a few things.

This is also how you would create spawn points in the first place, so there is a lot of mixing-and-matching of the two methods of Instantiation that you'll wind up using in just about any Unity game.Copyright © 2020 HubPages Inc. and respective owners. Also note that you should never iterate through arrays and destroy the elements you are iterating over.

The plane is a child of the camera. So I need to find ONE child gameobject (not the Transform) to then destroy it. The one process ties into the other, so we're going to approach this topic from the opposite end and look at Destroying a GameObject first.Destroying a GameObject in Unity requires, at its most basic, only two elements:Assuming you have those two elements in play in a script you can destroy a GameObject. So in order to fully understand how to Destroy a GameObject in Unity, you also need to understand how to Instantiate an object.Create a new script (or use one already in progress) and add a new public GameObject variable, as above. There's one more step before you can do so via script: Add the Instantiated objects to another GameObject variable. You can have a very large number of child bees in your swarm as you progress through the level. To provide a better website experience, owlcation.com uses cookies (and other similar technologies) and may collect, process, and share personal data. This will destroy all child objects of a given GameObject ('go') : - // Remove all child objects foreach (Transform child in go.transform) Destroy(child.gameObject); A prefab is created whenever you drag a GameObject from the Scene view into the Project view, thereby saving it in your game's Assets. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. Currently I have: function OnTriggerExit ( other : Collider ) { outTile = other.gameObject; Destroy (outTile.gameObject); } But the outTile game object has a child and I want to destroy THAT instead, not other.gameObject but other.gameObject.child (which doesn't work). Description. Then go back to the Inspector and add a prefab to your script, like so:You now have a connection to the prefab blueprint in your script. In this case we'll use a local variable to do the job:Typically you would not create and then immediately Destroy a GameObject, particularly not in the same function, but the point here is clear: Declare the new Instance as objectToDestroy, then Destroy that GameObject. Agent003 likes this.

Other product and company names shown may be trademarks of their respective owners. Using the guyGameObject variable you can create an Instance of the prefab using this line of code:When this script is run, assuming guyGameObject is assigned to a prefab, a clone of that GameObject will be created in your game, appearing at the same coordinates contained within the prefab. This would count as an Instance and could be destroyed without an error.

My code was as below. Removes a GameObject, component or asset. Is something described here not working as you expect it to?



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