Destroying GUI related MB error, but it's not use to destroy it.

Hello,

we are not doing what this stackless error is reporting. We are not sure what is destroying the component directly. Can you give me any clue?

Are you destroying the reference to a prefab? You cannot do that. You can only destroy things in the scene.

yes that what I suggested my colleagues to do, ,but they cannot find it where it happens, still I am sure that it’s what’s happening too.

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

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Great post, personally I needed just to confirm that destroying a prefab would generate that error (which is obviously a wrong message for that specific case). You confirmed it, so we need to investigate more in that sense.

It’s either that or you are trying to destroy the Transform / RectTransform, which is also not legal.

If it is that, destroy instead the .gameObject of whatever transform you WERE trying to destroy.

Transforms are indestructible, effectively.

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