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Question by Nosmo · Feb 13, 2018 at 05:28 PM · gameobjectdestroy objectdestroygameobjectorigin

How can i destroy a gameobject?

When I destroy a gameobject instead of it disappearing it just returns to origin (and disappears from the hierarchy window)

test gameobject i made is destroyed no problems

code is: void OnTriggerEnter (Collider col) { if (col.gameObject.tag == "Bullet")

     {
         Destroy(gameObject);
     }
 }

it works but I don't know why it's returning the gameobject to origin - any thoughts?

NB: Here is a video on youtube:

https://youtu.be/4Unvyqf-peI

The blue cube is the test gameobject and has all the same properties as the zombie head as well as the same code

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avatar image Nosmo · Feb 14, 2018 at 06:16 PM 0
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update:

I was told everything is working ok but because the zombie in animated it works different from the other 2 and afte I attached the script to the parent of the head it did in fact work destroy the entire zombie (which i don't want)

It was recommended i swap to set active so ive changed it from destroy to SetActive

 void OnTriggerEnter (Collider col) 
 {
     if (col.gameObject.tag == "Bullet")

     {
         Debug.Log ("Good shot!");
         gameObject.SetActive (false); 

This but this deactivates box collider (set to trigger) but not head - any suggestions?

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Answer by LeonhardP · Feb 14, 2018 at 03:49 PM

The code you provided here should work, but that alone is not enough information to go on to be able to tell if this is a bug or a user error. Please submit a bug report with a reproduction project attached. You can find information about bug reporting here: https://unity3d.com/unity/qa/bug-reporting

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avatar image Nosmo · Feb 14, 2018 at 06:17 PM 0
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Thank you for your comment; Ive included an update

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Answer by · Feb 14, 2018 at 07:15 PM

If you want to disable head visually use col.gameObject.GetComponent<MeshRenderer>(), to be sure you reference desired GameObject use col.gameObject.GetComponent<GameObject>()

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