Delete Object After Animation (2D)

Alright, so there’s plenty of information on how to do this with 3D animations, but I’m stumped with Unity 4 on how to do this in 2D. I have a very short animation, it’s close to a second long, what I want to do is have it play once, and then delete itself. I tried doing:

		if (!animation.isPlaying) {
			Destroy (gameObject);
		}

However, this gives me an error saying there is not animation connected. The only other way is to calculate how long the animation is in total, and then set a timer to delete after it’s done, however that gives me little flexibility. What am I supposed to do, how would I achieve this?

You can use StateMachineBehaviour.

  1. In **animator**, select state. Game object will be destroyed after animation on that state will have finished.
  2. Click **Add Behaviour** ![143354-animatorinspector.png|2065x828](upload://cfJD0ErolrQK3gyVfjWiLXq9Q99.png)
  3. Override OnStateEnter in your script:
public class DestroyOnExit : StateMachineBehaviour {
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        Destroy(animator.gameObject, stateInfo.length);
    }
}

Thus you schedule object deletion just when animation has finished.

Also account for stateInfo.speed or stateInfo.speedMultiplier

Here is my solution:

I create a script named “AnimationAutoDestroy”, and add this component to the animator game object which you want to auto-destroy while animation is finished. You can adjust the delay time as you want.

using UnityEngine;
using System.Collections;

public class AnimationAutoDestroy : MonoBehaviour {
	public float delay = 0f;

	// Use this for initialization
	void Start () {
		Destroy (gameObject, this.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).length + delay); 
	}
}

Destroy(gameObject, 5f);

A better solution that takes into account the length of the animation clip.

Code (csharp):
 
private int currentHealth;
 
public void TakeDamage(int damage)
{
    currentHealth -= damage;
    if (currentHealth <= 0)
    {
        StartCoroutine(Die());
    }
}
 
private IEnumerator Die()
{
    PlayAnimation(GlobalSettings.animDeath1, WrapeMode.ClampForever);
    yield return new WaitForSeconds(gameObject, GlobalSettings.animDeath1.length);
    Destroy(gameObject);
}

The code you have has StartCoroutine in Update which isn’t good because it will kick off a new coroutine every frame.

Just a disclaimer. myAnimatorReferenceName.GetCurrentAnimatorStateInfo(0).length gets the SECONDS, so if you need the frames like I did just do length * 60f.

P.S - I’m using timers inside of state machines instead of IEnumerators.

Fixed it, this code did the trick:

using UnityEngine;
using System.Collections;

public class ExplosionHandler : MonoBehaviour {

	private IEnumerator KillOnAnimationEnd() {
		yield return new WaitForSeconds (0.167f);
		Destroy (gameObject);
	}

	void Update () {
		StartCoroutine (KillOnAnimationEnd ());
	}
}

I go the time from the inspector view when I selected the explosion animation in my assets, and then set it to not loop, work’s like a charm.