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Question by Driton · Mar 31, 2019 at 08:50 PM · 2dinstantiateprefabprefabsdestroygameobject

How to instantiate and destroy objects with 2d trigger

I am making a 2d game: Car Escape.

I want to make 50 levels in one scene. Levels are prefabs and I need some help with code. How can I make level 1 show initially and if I passed level 1, instantiate level 2 and destroy level 1 with OnTriggerEnter2D, etc.

 public class WinZoneScript : MonoBehaviour {
     
         // Reference to WinText game object
         public GameObject []levels;     //levels map
         public GameObject panel;    //panel  next button to go to next level
         public int level;    // number of ever levels 
     
         //Use this for initialization
         void Start ()
         {
             panel.gameObject.SetActive(false);
             level = PlayerPrefs.GetInt("level", level);
             levels[level].gameObject.SetActive(enabled);
         }
     
         // If target car (red one) exits the playground
         void OnTriggerEnter2D (Collider2D col)
         {
             // then "You Win!" sign is turned on
             
             levels[level].gameObject.SetActive(false);
             panel.gameObject.SetActive(enabled);
             PlayerPrefs.SetInt("level", level);
         }
     
         public void Next()
         {
             PlayerPrefs.GetInt("level", level);
             panel.gameObject.SetActive(false);
             PlayerPrefs.Save();
         }


example 1

untitled.png (397.9 kB)
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Best Answer

Answer by mchts · Apr 01, 2019 at 01:24 AM

You need to instantiate your each level prefabs. So your script should be like:

 public GameObject []levels;     //levels map
 public GameObject panel;    //panel  next button to go to next level
 public int level;    // number of ever levels 
 private GameObject activeLevel;
 
 void Start() {
     panel.gameObject.SetActive(false);
     level = PlayerPrefs.GetInt("level", level);
     activeLevel = Instantiate(levels[level]);
 }

 // If target car (red one) exits the playground
 void OnTriggerEnter2D(Collider2D col) {
     // then "You Win!" sign is turned on
     //player presses proceed button and Next method is called
 }

 public void Next() {
     Destroy(activeLevel); //unless you want to just deactivate it
     if(level < levels.Length - 1){ //get the mext level if available
         level++;
         PlayerPrefs.SetInt("level", level);
         PlayerPrefs.Save();
         activeLevel = Instantiate(levels[level]);
     }
 }





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avatar image Driton · Apr 01, 2019 at 03:49 PM 0
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Thank you sir its work very fine this script

avatar image mchts Driton · Apr 01, 2019 at 04:17 PM 0
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You're welcome

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