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Question by Sharckan · May 25, 2017 at 02:54 PM · 2dprefabinstantiate prefabdestroyimmediate

Error destroying prefab

 public class Dices : MonoBehaviour {
 
     public GameObject Dice4_1;
     public GameObject Dice4_2;
     public GameObject Dice4_3;
     public GameObject Dice4_4;
 
     // Use this for initialization
     void Start () {
     }
 
     // Update is called once per frame
     void Update () {
         if (Input.GetMouseButtonDown(0))
         {
             int result = Random.Range(1, 5);
             if (GameObject.Find("Dice4_1_img(Clone)") != null)
             {
                 Destroy(Dice4_1);
             }
             if (GameObject.Find("Dice4_2_img(Clone)") != null)
             {
                 Destroy(Dice4_2);
             }
             if (GameObject.Find("Dice4_3_img(Clone)") != null)
             {
                 Destroy(Dice4_3);
             }
             if (GameObject.Find("Dice4_4_img(Clone)") != null)
             {
                 Destroy(Dice4_4);
             }
 
             if (result == 1)
             {
                 Instantiate(Dice4_1, transform.position, transform.rotation);
             }
             if (result == 2)
             {
                 Instantiate(Dice4_2, transform.position, transform.rotation);
             }
             if (result == 3)
             {
                 Instantiate(Dice4_3, transform.position, transform.rotation);
             }
             if (result == 4)
             {
                 Instantiate(Dice4_4, transform.position, transform.rotation);
             }
         }
     }
 }

This gives me an error that says: To avoid lose of data bla bla bla, you should use DestroyInmediate(Object, true);

Then I change it, and it says, that DestroyInmediate doesnt exist in this contexts.

What I want is that each time I click on the object, it creates a prefab of another object (1 between 4), and if any of those 4 exists, then it should delete it, and then create the prefab that the RandomRange says.

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Answer by ShadyProductions · May 24, 2017 at 08:49 AM

Add a tag to the dices called: "dice" and then try something like this:

 using System.Collections.Generic;
 using System.Linq;
 using UnityEngine;
 
 public class Dices : MonoBehaviour
 {
     private List<GameObject> DicePool;
 
     /// <summary>
     /// Lazy loaded dice pool
     /// </summary>
     public List<GameObject> DiceObjects
     {
         get
         {
             //if the pool is not empty, return our pool
             if (DicePool.Any()) return DicePool;
             //if pool is empty, then fill the pool and return the pool
             DicePool = GameObject.FindGameObjectsWithTag("dices").ToList();
             return DicePool;
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             int result = Random.Range(1, 5);
             if (DiceObjects.Any())
             {
                 //Destroy each dice
                 foreach (var dice in DiceObjects)
                 {
                     Destroy(dice);
                     DicePool.Remove(dice); //remove from the pool
                 }
             }
 
             if (result == 1)
             {
                 var go = (GameObject)Instantiate(Dice4_1, transform.position, transform.rotation);
                 go.tag = "dice";
             }
             if (result == 2)
             {
                 var go = (GameObject)Instantiate(Dice4_2, transform.position, transform.rotation);
                 go.tag = "dice";
             }
             if (result == 3)
             {
                 var go = (GameObject)Instantiate(Dice4_3, transform.position, transform.rotation);
                 go.tag = "dice";
             }
             if (result == 4)
             {
                 var go = (GameObject)Instantiate(Dice4_4, transform.position, transform.rotation);
                 go.tag = "dice";
             }
         }
     }
 }
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avatar image Sharckan · Jun 07, 2017 at 07:11 PM 0
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Ok, I tried the pools, but it was confusing, so I didn't use pool, and still I found a solution.

 public class Dices : $$anonymous$$onoBehaviour {
 
     public GameObject Dice4_1;
     public GameObject Dice4_2;
     public GameObject Dice4_3;
     public GameObject Dice4_4;
 
     // Use this for initialization
     void Start () {
         Dice4_1.SetActive(false);
         Dice4_2.SetActive(false);
         Dice4_3.SetActive(false);
         Dice4_4.SetActive(false);
     }
 
     // Update is called once per frame
     void Update () {
         if (Input.Get$$anonymous$$ouseButtonDown(0))
         {
             int result = Random.Range(1, 5);
             if (result == 1)
             {
                 Dice4_1.SetActive(true);
             }
             else
             {
                 Dice4_1.SetActive(false);
             }
             if (result == 2)
             {
                 Dice4_2.SetActive(true);
             }
             else
             {
                 Dice4_2.SetActive(false);
             }
             if (result == 3)
             {
                 Dice4_3.SetActive(true);
             }
             else
             {
                 Dice4_3.SetActive(false);
             }
             if (result == 4)
             {
                 Dice4_4.SetActive(true);
             }
             else
             {
                 Dice4_4.SetActive(false);
             }
         }
     }

I did that and the objects called there are images, not prefabs, or 2D sprites. It works fine.

PS: $$anonymous$$aybe I just used a pool and I don't even know it lol.

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