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Question by Caiuse · Feb 16, 2011 at 12:40 AM · instantiatelocalscale

Destroy instantiated GamObject after an If statement

function LateUpdate () {
    if(transform.localScale == Vector3(0.1,0.1,0.1)){
        Destroy(gameObject);
    }
    transform.localScale -= Vector3(1,1,1)*Time.deltaTime/4;
}

Basically I have this script attached to a prefab which is instantiated by another script, for some reason when i try to destroy this prefab after its scale reaches Vector3(0.1,0.1,0.1) it does not work.

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Answer by Eric5h5 · Feb 16, 2011 at 01:03 AM

transform.localScale will never exactly equal Vector3(.1, .1, .1). Use <= instead.

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avatar image Caiuse · Feb 16, 2011 at 01:38 AM 0
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Thanks for the reply, for some reason Unity won't allow me to use that expression BCE0051: Operator '

avatar image Eric5h5 · Feb 16, 2011 at 03:21 AM 0
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Oh, right...you'd have to compare each element of the Vector3 individually.

avatar image Caiuse · Feb 16, 2011 at 11:43 AM 0
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ah I was not aware that was possible, I would mark this as answered but could you possibly edit this with the way in which you would go about individually comparing each element of vector3?

avatar image Caiuse · Feb 16, 2011 at 11:48 AM 0
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okay i have a solution 'transform.localScale.x', seeing as I scaling an GameObject with equal sides there is no need to compare all the sides. Thanks.

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Answer by Jason_DB · Feb 16, 2011 at 01:04 AM

I think the problem is that you are using "if(transform.localScale == Vector3(0.1,0.1,0.1))" instead of "if(transform.localScale <= Vector3(0.1,0.1,0.1))". With the "==" it will only be destroyed in the one frame that it has that value, when it could in reality easily pass that value without hitting it.

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avatar image Jason_DB · Feb 16, 2011 at 01:04 AM 0
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Whoops, missed it by a second!

avatar image Caiuse · Feb 16, 2011 at 01:30 AM 0
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BCE0051: Operator '

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