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Question by marcodevriesaguirre · May 19, 2020 at 07:19 AM · prefabs

cant destroy prefab clones. the debug.Log is showing.

The script where I instantiate the clones:

                 if (postition == 1f)
                 {
                     Instantiate(enemy, pos1.transform.position, pos1.transform.rotation) ;
                     direction = 350;
                 }
                 if (postition == 2f)
                 {
                     Instantiate(enemy2, pos2.transform.position, pos2.transform.rotation) ;
                     direction = -350;
                 }
                 if (postition == 3f)
                 {
                     Instantiate(enemy2, pos3.transform.position, pos3.transform.rotation) ;
                     direction = -350;
                 }
                 if (postition == 4f)
                 {
                     Instantiate(enemy, pos4.transform.position, pos4.transform.rotation) ;
                     direction = 350;
                 }
                 enemyspawn = 1;

       

and the script where I try to delete the clones:

 // Update is called once per frame
 void Update()
 {
     rb.AddForce(new Vector2(400, 0) * Time.deltaTime);   
 }

 public void destruction()
 {
     Debug.Log("hit");
     Destroy(self);
 }

}

the script to instantiate them is in a different gameobject than the one to destroy them. I dont know if that makes a difference, I am new to unity.

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Answer by AlirezaSH2004 · May 19, 2020 at 07:23 AM

Hello there. Are these scripts with destructions, on those game objects you're trying to remove or not? If yes, try:

 Destroy(gameObject);

if not, you should try to access them by referencing or whatsoever that does actually suit your game.

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avatar image marcodevriesaguirre · May 19, 2020 at 07:36 AM 0
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the destruction script is attached to the object I want to destroy, but Destroy(gameObject); did not work for me.

avatar image Cephalopod2 marcodevriesaguirre · May 19, 2020 at 08:08 AM 0
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where is destruction() getting called?

avatar image marcodevriesaguirre Cephalopod2 · May 19, 2020 at 08:38 AM 0
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it is getting called in an ontriggerenter: void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "enemy") { Debug.Log("hitting"); destroyo.destruction(); //this destroys the bullet, not the enemy Destroy(gameObject); } } all of the debug.logs are showing though.

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