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Question by kildare268 · Jan 31, 2015 at 07:13 PM · gameobjectsclones

How to Remove Too Many Clone Game Objects

Hi,

I have this problem in my game. Each time, I press the mouse button to start my game, a clone or duplicate ball appears. When the ball goes out of bounds, the ball resets to the original position but again a clone ball appears. What is causing the clone ball to appear and how can I remove it? It is also affecting my lives count. Below is my Game Manager (GM) and Ball scripts and I have attached some screenshots.

Hope someone can help me. I've been at this for 2 weeks already :(

GM Script

using UnityEngine; using System.Collections; using UnityEngine.UI;

public class GM : MonoBehaviour {

 public int lives = 3;
 public int bricks = 20;
 public float resetDelay = 1f;
 public Text livesText;
 public GameObject gameOver;
 public GameObject ball;
 public static GM instance = null;
 
 private GameObject cloneBall;
 
 // Use this for initialization
 void Awake () 
 {
     if (instance == null)
         instance = this;
     else if (instance != this)
         Destroy (gameObject);
     
     Setup();
     
 }
 
 public void Setup()
 {
     Instantiate(ball, transform.position, Quaternion.identity);
     //cloneBall = Instantiate(ball, transform.position, Quaternion.identity) as GameObject;
 }
 
 void CheckGameOver()
 {

     if (lives < 1)
     {
         gameOver.SetActive(true);
         Time.timeScale = .25f;
         Invoke ("Reset", resetDelay);
     }
     
 }
 
 void Reset()
 {
     Time.timeScale = 1f;
     Application.LoadLevel(Application.loadedLevel);
 }
 
 public void LoseLife()
 {
     lives--;
     livesText.text = "Lives: " + lives;
     Destroy(cloneBall);
     Invoke ("SetupBall", resetDelay);
     CheckGameOver();
 }
 
 void SetupBall()
 {
     cloneBall = Instantiate(ball, transform.position, Quaternion.identity) as GameObject;
 }
 

}

![alt text][1]

Ball Script

using UnityEngine; using System.Collections;

public class Ball : MonoBehaviour {

 public float ballInitialVelocity = 10f;
 
 
 private Rigidbody rb;
 private bool ballInPlay;
 
 void Awake () {
     
     rb = GetComponent<Rigidbody>();
     
 }
 
 void Update () 
 {
     if (Input.GetButtonDown("Fire1") && ballInPlay == false)
     {
         transform.parent = null;
         ballInPlay = true;
         rb.isKinematic = false;
         rb.AddForce(new Vector3(ballInitialVelocity, ballInitialVelocity, 0));
     }
 }

}

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avatar image $$anonymous$$ · Feb 01, 2015 at 03:22 AM 0
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$$anonymous$$aybe your canvas can have a 2D Collider and set in OnTriggerExit the Destroy(ball);

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Answer by kildare268 · Feb 01, 2015 at 02:05 PM

Hi Alex_May,

Thanks I solved the problem. I didn't put the "ball" game object in a Prefab folder and then deleting it from the Hierarchy. So ended up with duplicate ball each time.

Thanks Nimish Mishra as well :)

Simon

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Answer by Alex_May · Feb 01, 2015 at 01:06 PM

I would suggest not destroying and re-instantiating the ball at all. If the ball is out of play, you can set it to be inactive, then set it to be active once you put it back in play.

To answer your question, you have a ball, which is created at startup. You then create a second ball when the player loses a life (since cloneBall is null when you first lose a life, Destroy(cloneBall) will do nothing). So you have two balls. What you should do instead of calling Instantiate(ball, transform.position, Quaternion.identity); in your Setup() function is to call SetupBall() instead.

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Answer by $$anonymous$$ · Feb 01, 2015 at 04:47 AM

Try adding a script to the gameobject to be instantiated.

void Start{ Destroy (gameObject , 5f); }

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