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Question by jayvle · Jan 06, 2020 at 03:56 PM · c#instantiatearrayclonefindgameobjectswithtag

finding clones and destroying them doesn't work

I am instantiating objects when a variable changes, but before I instantiate the object I find all clones and destroy them. My code looks like this:

void Update() {

     GameObject[] Clones = GameObject.FindGameObjectsWithTag("clone");

     if (Unlocked == true)
     {

         Unlocked = false;

         Debug.Log(Clones.Length);

         foreach (GameObject Clone in Clones)
         {
             Destroy(Clone);
         }

         UnlockPanel.tag = "clone";

         foreach (Unlocks Unlock in UnlocksList)
         {

             if (Unlock.TargetGenerator == "Infrastructure")
             {
                 GameObject Clone = Instantiate(UnlockPanel, InfrastructureContent);
                 var LevelText = Clone.transform.Find("UnlockLevelText");
                 LevelText.GetComponent<Text>().text = Unlock.TargetLevel.ToString();
                 var MultiplierText = Clone.transform.Find("MultiplierText");
                 if (Unlock.IsProfit == true)
                 {
                     MultiplierText.GetComponent<Text>().text = "Profits " + Unlock.MultiplierNumber + "x";
                 }
                 else
                 {
                     MultiplierText.GetComponent<Text>().text = "Profit speed " + Unlock.MultiplierNumber + "x";
                 }
                 if (Unlock.IsUnlocked == true)
                 {
                     Debug.Log("Yes");
                     Transform UnlockedOverlay = Clone.transform.Find("Unlocked");
                     UnlockedOverlay.gameObject.SetActive(true);
                 }
             }}}

The parent to where the object is being instantiated is a child of a child. Everything works apart from the part where the existing clones are being destroyed. As you can see I have put a debug.log for the array length, but that only returns zero all the time. have already a script that works the same and it works perfectly there, that script looks like this:

void Update() {

     GameObject[] Clones = GameObject.FindGameObjectsWithTag("upgradeclone");

     if (_UpgradesList.Count != UpgradesList.Count)
     {
         _UpgradesList.Clear();

         foreach (Upgrades _upgrades in UpgradesList)
         {
             _UpgradesList.Add(_upgrades);
         }

         foreach (GameObject Clone in Clones)
         {
             Destroy(Clone);
         }

         UpgradeButton.tag = "upgradeclone";
         for (int n = 0; n < 5; n++)
         {
             GameObject Clone = Instantiate(UpgradeButton, ParentObject);
             Clone.GetComponent<UpgradeScript>().InternalListItem = n;
         }

     }
 }

Can someone please help me find the error.

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avatar image unity_ek98vnTRplGj8Q · Jan 06, 2020 at 05:11 PM 0
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Have you checked the clones before they are destroyed to make sure the tag is still applied to them?

avatar image jayvle unity_ek98vnTRplGj8Q · Jan 06, 2020 at 05:13 PM 0
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Yes I checked every time I changed the variable if the clones still have the tag and they did.

avatar image unity_ek98vnTRplGj8Q jayvle · Jan 06, 2020 at 05:52 PM 0
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Hmm in that case your code looks fine... I would do some experimenting with the FindGameObjectsWithTag() function, see if you can get it to find other tags there (maybe add a gameobject with tag = "test" and see if it picks that up) I'm not super familiar with the function personally, and would probably have to see more of the project to figure out whats wrong.

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avatar image sacredgeometry · Jan 06, 2020 at 05:17 PM 0
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As a side note you probably dont want to destroy assets as the you dont have control of when the GC kicks in and it can cause performance issues. I would ins$$anonymous$$d cache your assets in a spawn pool and just return them to the spawn pool once done

Here is a semi-functional generic implementation you can use as reference.

https://github.com/eviathan/SpawnPool/tree/master/src

avatar image jayvle sacredgeometry · Jan 06, 2020 at 05:19 PM 0
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Is there any easier way to do that because my second script works perfectly fine.

avatar image Captain_Pineapple · Jan 06, 2020 at 05:57 PM 0
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since this does seem to cause some issues i'd suggest to go down a completly different road and to Not use FindGameObjects... since this is also always performance hungry...


you mention that all of your objects are in a hierarchy? why not get all Components from the hierarchy with FindObjectofType<yourTypeGoesHere>?


also consider listening to @sacredgeometry . try to avoid unnecessary destruction and instantiation of objects since it is really performancehungry itself already and creates a lot of garbage... Performance does not grow on trees unfortunatly so choosing the "easier" way should not be the way to go.

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