I have some objects that I want to call with the GameObject.Find function at runtime. They are in a list with each having some transform being applied to it. However, the game objects can be destroyed at runtime and it seems that if one of the objects higher in the list is destroyed when the GameObject.Find function is called the other objects which still exist are not getting called at all.
Is there a way to insure that all active objects get called?
Thanks.
When destroying a game object, all children are destoyed as well. If you don’t want to destroy the childern of a game object you will have to call transform.DetachChildern() before calling Destroy.