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Question by Sinister-Design · Dec 23, 2017 at 03:04 PM · destroyinstantiate prefabdestroygameobjectdestroy-clones

Destroy() not working on prefab instance

I have some code that determines the movement path between two sets of coordinates contained within a script (TileMoverScript) that is itself a component of the TileMover gameobject. In order to access it, I instantiate an instance of TileMover, access a public method within TileMoverScript, and then destroy the instance of TileMover.

There's just one problem: Destroy isn't destroying the gameobject.

Here is my code:

         List<string> movesSeq = null;
 
         GameObject moveTileInstance = Instantiate( Resources.Load( "TileMover" ) , new Vector3( 0 , 0 , 0 ) , Quaternion.identity ) as GameObject;
 
         TileMoverScript tileScript = moveTileInstance.GetComponent<TileMoverScript>();
         tileScript.passData( battlefieldScript , unitData.uniqueID , destination[0] , destination[1] , unitData.coords , largerDimension , moveType , moveableSpots , moverArmy , 0 );
         bool foundpath = tileScript.findMovesSequence();
 
         if( foundpath == true ) {
                 movesSeq = tileScript.movesSeq;
         }
 
         Destroy( moveTileInstance );


Any idea what the deal is here?

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Answer by niocy · Dec 23, 2017 at 03:48 PM

Try DestroyImmediate()

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Answer by black_sheep · Dec 23, 2017 at 04:41 PM

1- Don't use DestroyImmediate. It will destroy the prefab itself from the game files, not the instance.

2- Try removing the "as GameObject" part. It's the only think i could think of

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avatar image niocy · Dec 23, 2017 at 05:03 PM 0
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It will only destroy the prefab if second parameter is set as true.

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