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This question was closed Dec 09, 2015 at 07:49 PM by Hydropulse17 for the following reason:

The question is answered, right answer was accepted

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Question by Hydropulse17 · Dec 09, 2015 at 07:36 PM · collisioninstantiateprefabs

Two prefabs instantiated instead of one?

I'm making an asteroids clone. When I fire a beam from my ship, it hits the asteroids, and both the asteroid and the beam are destroyed. In their place, however, an explosion particle system prefab is instantiated. Everything works perfectly, except for the fact that two prefabs appear with each destroyed asteroid. Despite being able to play the newest, most demanding games on high or sometimes ultra settings at 60 fps, the two explosions slow my system down like crazy, which doesn't make any sense to me.

Mind you, this is a 3D game. It all takes place in a 2d plane, but I'm using 3D assets, like the ship and the asteroids.

I've tried placing a single explosion in the scene and nothing slows down. Here is the relevant part of the Asteroid script.

 public Transform boomObject; //Assign prefab in inspector
 
 void OnCollisionEnter (Collision other) {
     if (other.gameObject.name == "Beam(Clone)") { //check if collision is with my beam
         Destroy (gameObject);  //destroys asteroid
         Destroy (other.gameObject); //destroys beam
         Instantiate (boomObject, transform.position, Quaternion.identity); //makes  2 explosions?
     }
 }
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Answer by Bonfire-Boy · Dec 09, 2015 at 07:41 PM

How do you know that the call is creating 2 objects, as opposed to the function being called twice? If you haven't tried this already, add a Debug.Log to your OnCollisionEnter to check this,

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avatar image Hydropulse17 · Dec 09, 2015 at 07:48 PM 0
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Oh my god now I feel like an idiot. So I tried the log and confirmed that it was in fact being called twice, and instinctively I checked asteroid prefab for multiple colliders. I don't know how I managed it but each one has two colliders. Thanks for the tip.

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