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Question by ProperCthulhu · Aug 16, 2014 at 07:04 AM · editordestroyparentchilddestroyimmediate

Destroying of parent causes issues for OnDestroy() in children

I'm working on an editor script that makes some nodes and gives them neighbors. This works fine. What I'm implementing is a system where you can destroy a node from the editor window, and it removes itself from neighbors' lists, so as to avoid null list values. The code is as follows:

 public void OnDestroy ()
 {
     if (neighbors != null)
     {
         foreach (Node node in neighbors)
         {
             node.neighbors.Remove(this);    
         }    
     }

}

This functions properly when the child is directly deleted, but upon deleting a parent node containing a multitude of nodes, it isn't properly done, leaving lots of null list values in neighbors. I've tried having it check if it's a parent and recursively calling a secondary purging function on its children, but the results are the same every time.

This SHOULD work in practice, as destroying a parent calls OnDestroy() on every child. Any ideas what might be the cause?

Also, secondary, less important question: when debugging, I notice OnDestroy() is called twice on every object when deleted in editor mode, any idea why that is?

Thanks!

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avatar image anthodb · Oct 08, 2014 at 12:36 PM 0
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Same issue here.. did you find a solution for this? Seems like OnDestroy is not properly called in children.

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