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Question by quintendc · Jul 28, 2019 at 06:06 PM · weaponpickupweapon systempickups

destroy GameObject without removing reference in list

Hello

i'm working on a weapon pickup system so your character can have multiple weapons. the problem is when i pickup a weapon i can add it to the list but then i want to destroy the GameObject from scene here it is also removed from my list even when i put the weapon into a local variable and ad that to the list and destroy the original GameObject

 // weapon list
 List<AWeapon> Weapons = new list<AWeapon>();
 
 // add weapon method
 public void AddWeapon(AWeapon newWeapon)
     {
         AWeapon newWeaponClone = newWeapon;
 
         Weapons.Add(newWeaponClone);
 
         Destroy(newWeapon.gameObject));
     }


thanks in advance,

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Answer by SirPaddow · Jul 28, 2019 at 06:21 PM

You should try to understand how objects in C# work. Your object is unique, even if you create a new AWeapon variable that references that object, it only gives a "second name" to one same object. So if you destroy the object named "newWeapon", you also destroy the object named "newWeaponClone" (which is in no way a clone).

Now, to solve your problem. It really depends on what you want to do. Why do you need to destroy this object?

Maybe you could only deactivate the object, like this:

 Weapons.Add(newWeapon);
 newWeapon.gameObject.SetActive(false);

If you really need a clone, that's how we clone a gameObject

 AWeapon newWeaponClone = Instantiate(newWeapon);
 Weapons.Add(newWeaponClone);
 Destroy(newWeapon.gameObject)); // in this case, newWeaponClone is not destroyed

If you want a reference to a gameobject that you don't want in your scene, you should check prefabs, here: https://docs.unity3d.com/Manual/Prefabs.html

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