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Question by Karolo320 · Aug 22, 2015 at 02:19 PM · gameobjectsfindgameobjectswithtagcheckingexists

checking if gameobject exists

Hi. I use t$$anonymous$$s code to deactivate gameobjects.

 GameObject[] rigid;
 void Start()        
   rigid = GameObject.FindGameObjectsWithTag("klocek");
     foreach(GameObject rigids in rigid)
     {
         if(rigids.transform.position.x>30)
         rigids.SetActive(false);
     }
 }

And then I need to activate them somewhen

 void Update(){
   foreach(GameObject rigids in rigid)
   {
     if(rigids.transform.position.x<p1)// if its time to activate you
     rigids.SetActive(true);
   }
 }

Everyt$$anonymous$$ng works untill some of objects get Destroyed. Then I take error: Trying to access gameobject than doesnt exist. Is there a way to avoid t$$anonymous$$s?

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Answer by Wolfshadow · Aug 23, 2015 at 01:14 PM

Well, instead of destroying them, you could move them of the scene with transform.Translate. Than it would always exist.

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