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Question by guiome66 · Mar 18, 2018 at 08:05 AM · c#destroyaddcomponent

How to destroy a component created in scripts using AddComponent() ?

So, I have a code with two scripts, each of them having a class in it. Lets say a scripts called Car.cs and another one called MainCode.cs. By habit, I also create 2 Gameobjects Car and MainCode containing the corresponding scripts as component.

My original plan was to create an Car object in MainCode , so I wrote : Car cr = new Car(); .

I get a warning telling me that I cannot do that and I have to use the AddComponent method. Ok, I do that and now, in my main code, I have :

 Car cr = gameobject.AddComponent<Car>() as Car 

Everything works perfectly except for one thing. Each time I test my code, a new component Car is created in my MainCode gameobject. It is what I want, HOWEVER, this Car component REMAINS in my MainCode prefabs, add each time I test my code, a new component is created and remains in the prefab. So I now have 20 components called Car in my MainCode prefab.

I thought the Garbage Collector was supposed to destroy those Component created in the scripts ?

Also, I tried to use Destroy(cr); but it I receive an error: Destroying assets is not permitted to avoid data loss.

What am I missing ?

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avatar image SohailBukhari · Mar 18, 2018 at 08:18 AM 0
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     Car cr = gameObject.AddComponent<Car>() as Car;

when you add component then this will not add the component in the prefab it only adds in the hierarchy . Share your code where you are adding the component.

avatar image hexagonius · Mar 18, 2018 at 08:19 AM 1
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everything you do to prefabs persists. You should run the AddComponent on an instance of your prefab you instantiated. but if you always need one car, you could just add it manually and not fiddle with code creation and destruction of it. Anyway, the Destroy would correctly work if it was the instance you called it on, not the prefab.

avatar image SohailBukhari · Mar 18, 2018 at 08:20 AM 0
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You can checker whether it already contains that component or not.

 private void Start()
     {
         if (gameObject.GetComponent<Car>())
         {
             Debug.Log("Already Contains the component");
         }
         else
         {
             var cr = gameObject.AddComponent<Car>();
         }
     }

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Answer by bennett_apps · Mar 20, 2018 at 12:06 AM

 if (GetComponent<Car>() == null) {
     Car cr = gameobject.AddComponent<Car>() as Car;
 }
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avatar image bennett_apps · Apr 11, 2018 at 08:24 PM 0
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Did it work?

avatar image bennett_apps bennett_apps · Apr 12, 2018 at 09:03 PM 0
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Glad to help! Please mark this as "correct answer" if it helped ;)

avatar image hexagonius · Apr 14, 2018 at 06:11 PM 0
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just wanted to add that the cast to Car is unnecessary. you can remove as Car

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Answer by guiome66 · Apr 12, 2018 at 08:35 PM

Sorry, for not replying. Yes it did work. Thank you for helping !

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