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Question by markolosole · Jan 11, 2019 at 03:23 PM · instantiateprefabclones

instantiate within function without clones

So, I have made a pickup object as a power-up so the player can triple jump. I have attached a script to it and when the player picks it up then it is destroyed and it instantiates an explosion. The explosion keeps replaying as a clone that has been created in the editor. Of course, this is not desirable. How can I stop it? The instantiate is within a function. The whole thing does not use an Update()

       private void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Player"))
     {
             Pickup(other);
     }
 }

 void Pickup(Collider Player)
 {
     
     Instantiate(pickupEffect, transform.position, transform.rotation);
     
     Player.transform.localScale *= multiplier;

     Movement jumps = Player.GetComponent<Movement>();
     jumps.numberOfJumps = 3;


     Destroy(gameObject);
     
 }
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