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Question by Max12314 · Dec 13, 2013 at 04:37 PM · gameobjectnetworkingnetwork

Problems with Network.destroy

So in my game my character has a self-destruct feature. With this code:

 if(networkView.isMine){
             if(Input.GetKeyDown (KeyCode.Mouse0)){
                 GameObject instantiatedProjectile = (GameObject)Network.Instantiate(sefDestruct, transform.position, transform.rotation,0);
                 instantiatedProjectile.GetComponent<Detonator>().Explode();
                 Network.Destroy(this.gameObject);
             }
         } 


my character doesn't dissapear on fire. But if I comment out the two lines spawning the explosion then he does.

 //GameObject instantiatedProjectile = (GameObject)Network.Instantiate(sefDestruct, transform.position, transform.rotation,0);
 //instantiatedProjectile.GetComponent<Detonator>().Explode();

What gives?

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avatar image stevethorne · Dec 13, 2013 at 04:38 PM 0
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Are there any errors printed out? Sometimes when Unity runs into errors, some undesirable things can happen to the things near the error.

avatar image Max12314 · Dec 13, 2013 at 05:13 PM 0
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Yeah you are correct. I am getting some null reference errors. I am playing with the Detonator package and they have some prefab examples for me to use. Would you happen to know why when I drag and drop them into my scene they go off without a hitch but if I try to spawn the explosion prefabs, all of the materials are unassigned?


UPDATE: ok, so it's not an issue with materials being un-assigned. I feel the problem lies with the fact that after I spawn an object, I then proceed to destroy the gameobject that created it. Is there some type of object ownership going on that I may need to pass?

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Answer by Max12314 · Dec 13, 2013 at 06:14 PM

So I fixed it but I don't understand the reasoning why my fix works. When I destroy myself on the next frame everything seems to work out fine.

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