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Question by Spram · May 15, 2015 at 06:58 PM · destroyinstanceontriggerexit

Destroying an instance of a prefab when exiting an area?

I created a Sphere Collision Trigger and gave it this script:

 using UnityEngine;
 using System.Collections;
 
 public class DevilBallsSteps : MonoBehaviour {
 
     public GameObject devilball0;
  
 
     void OnTriggerEnter(Collider other)
     {
         if (other.transform.tag == "Player") {
             Instantiate(devilball0, new Vector3 (-31.37f,2.9f,-9.19f), Quaternion.identity);
 
         }
     }
     void OnTriggerExit(Collider other)
     {
         if (other.transform.tag == "Player") {
             Destroy(devilball0);
             Debug.Log ("exiting devilball area!");            
         }
     }
 
 }

What I want is: When the player enters the area, it creates an enemy from a prefab(this works), and when the player leaves the area the enemy is destroyed (this doesn't work, but the Debug.Log does). I assume the problem is in "Destroy(devilball0);"

I would like to do this without having to add another script to the prefab, but if it's not possible, I guess I have no choice. Thanks in advance!

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Answer by TrentBost · May 15, 2015 at 09:09 PM

Use Transform instead of GameObject.

In addition, be sure to Destroy the gameObject of the Instantiated Transform.

 using UnityEngine;
 using System.Collections;
 
 public class DevilBallsSteps : MonoBehaviour {
 
   public Transform devilball0;
 
   void OnTriggerEnter( Collider other ) {
     if( other.transform.tag == "Player" ) {
       Instantiate( devilball0, new Vector3( -31.37f, 2.9f, -9.19f ), Quaternion.identity );
     };
   }
 
   void OnTriggerExit( Collider other ) {
     if( other.transform.tag == "Player" ) {
       Destroy( this.devilball0.gameObject );
       Debug.Log( "exiting devilball area!" );
     };
   }
 
 }
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avatar image Spram · May 15, 2015 at 10:01 PM 0
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