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Question by DarkSlash · Aug 10, 2013 at 03:55 PM · gameobjectinstantiateexplosion

Instantiated object multiple times in the hierarchy

Im making the Walker boys tutorial (The asteroid game) and, when I instantiate an explosion, it still remains in the $$anonymous$$erarchy when is gone... so every time I destroy an asteroid, an explosion is instantiated, and remains in the $$anonymous$$erarchy until I stop playing... is that the way it supposed to be? Iam wasting resources? How can it be killed?

I instantiate it like Instantiate(gameObject,position,rotation);

I put a screenshot of the situation.alt text

unityshot.jpg (149.7 kB)
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avatar image DarkSlash · Aug 14, 2013 at 08:40 PM 0
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SOLUTION: I used

 Instantiate(explosion,position,rotation)

But I should use:

 var clone : GameObject = Instantiate(explosion,position,rotation);

so then I can do Destroy(clone,2.0); without having the " Destroying assets is not permitted to avoid data loss." error!

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Answer by lancer · Aug 10, 2013 at 04:02 PM

After the explosion in your script put t$$anonymous$$s:

 yield WaitForSeconds(2);
 Destroy (gameObject);
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avatar image robertbu · Aug 10, 2013 at 04:04 PM 0
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Or use the optional parameter to Destory():

 Destory(gameObject, 2.0);
avatar image DarkSlash · Aug 10, 2013 at 08:06 PM 0
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ERROR: Destroying assets is not permitted to avoid data loss.

The GameObject is an explosion made through the Particle System.

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Answer by DarkSlash · Aug 11, 2013 at 12:27 AM

SOLUTION: I used

 Instantiate(explosion,position,rotation)

But I should use:

 var clone : GameObject = Instantiate(explosion,position,rotation);

so then I can do Destroy(clone,2.0); without having the " Destroying assets is not permitted to avoid data loss." error!

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avatar image Joyrider · Aug 11, 2013 at 12:35 AM 0
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Set your own answer as the answer to your question :) So this question can be closed.

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