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This question was closed Nov 09, 2017 at 08:01 AM by Mcbainey for the following reason:

The question is answered, right answer was accepted

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Question by Mcbainey · Nov 08, 2017 at 12:04 PM · prefaboverlappingdestroy-clones

Script won't destroy prefab clones when overlapping... plz help

using UnityEngine; using System.Collections;

public class TruckSpawner : MonoBehaviour {

 public float spawnDelay = .3f;

 public GameObject IncommingObject;

 public Transform[] spawnPoints;

 float nextTimeToSpawn = 0f;

 GameObject ThePrefabClone;

 void Update()
 {
     if (nextTimeToSpawn <= Time.time)
     {
         SpawnCar();
         nextTimeToSpawn = Time.time + spawnDelay;
     }
 }

 void SpawnCar()
 {
     int randomIndex = Random.Range(0, spawnPoints.Length);
     Transform spawnPoint = spawnPoints[randomIndex];

     ThePrefabClone = Instantiate(IncommingObject, spawnPoint.position, spawnPoint.rotation) as GameObject;
     Destroy(ThePrefabClone, 7.0f); //spawns last for 7 seconds
 }

 void OnCollisionEnter2D(Collision2D coll)

{ if (coll.gameObject.tag == "PassingObject") { Destroy(coll.gameObject); } }

}

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avatar image tmalhassan · Nov 08, 2017 at 02:48 PM 0
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Did you make sure that the tag is the same as the one on the object (tags are case sensitive)? Also, make sure that both objects have a collider not set to Is Trigger, and one of 2 objects colliding must have a RigidBody2D component.

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Answer by Mcbainey · Nov 08, 2017 at 01:28 PM

it gives me no errors... like its skipping and doing nothing.

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avatar image Mcbainey · Nov 09, 2017 at 08:02 AM 0
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worked it out! script was in wrong spot!

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