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Question by em2 · Aug 31, 2011 at 06:03 AM · destroyclonesdestroy-clones

Destroyed clones freezing but not disappearing?

Hi All, I'm trying to destroy a projectile after a specific period of time, to increase perfomance (on mobile). The projectile is instantiated from a prefab and the script is on a dummy object usd as an emitter. I have a number of collisions working fine and the instantiation.

The problem I'm having is that the cloned object freezes, but does not disappear from display. What do I need to do to make the cloned object destroy and remove itself from the scene?

This is the script (JS) attached:

 var projectile : Rigidbody;
 var projectileSpeed :int = 100;
 
 function Update(){ 
 if (FireButton.fired==true){
     var projectileClone : Rigidbody;
     projectileClone = Instantiate(projectile, transform.position, transform.rotation);
     projectileClone.velocity = transform.TransformDirection (Vector3.forward * projectileSpeed);
     FireButton.fired=false;
     
     Destroy(projectileClone,1);//this is supposed to destroy the clone after 1 second    
     }    
 }



Any advice would be appreciated.

Best Regards Chris

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Answer by Talimar · Aug 31, 2011 at 06:06 AM

You're only destroying the rigidbody. You need to destroy the GameObject. Make your projectileClone of type GameObject instead, or Destroy(projectileClone.gameObject).

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avatar image em2 · Aug 31, 2011 at 06:11 AM 0
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Thanks Blitzwing, can I convert it in the script after the instnatiation, as the velocity wont work on object type of GameObject? Cheers Chris

avatar image Talimar · Aug 31, 2011 at 06:17 AM 0
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Just use the second part of what I said, Destroy(projectileClone.gameObject). If you wanted to edit the velocity of a GameObject, you just do myGameObject.rigidbody.velocity = whatever.

avatar image em2 · Aug 31, 2011 at 06:22 AM 1
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Brilliant, worked, thank you very much. Cheers Chris

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