Hello!
I’m struggling with this for quite some time now, I can’t figure out what I’m doing wrong.
I have an MonoBehaviour (call it 3DObject) that needs to instantiate a prefab (call it ScreeenspaceObject) inside some global canvas. I want the 3DObject to ‘own’ the ScreenspaceObject, ie create it in Edit mode and destroy it whenever itself gets destroyed. Hence I do this:
[ExecuteAlways]
public class 3DObject : MonoBehaviour
{
public ScreenspaceObject prefab;
public ScreenspaceObject screenspaceObject;
private Transform canvasContainer;
void Awake()
{
canvasContainer = FindObjectOfType<CanvasContainer>().transform;
}
void Start()
{
if (screenspaceObject == null)
screenspacePOI = Instantiate(prefab, canvasContainer);
}
void OnDestroy()
{
if (screenspaceObject == null)
{
if(Application.isPlaying)
Destroy(screenspaceObject.gameObject);
else DestroyImmediate(screenspaceObject.gameObject);
}
}
}
As expected, when creating such a 3DObject, it finds the canvasContainer and instantiates the ScreenspaceObject. In the editor, I can see the link when clicking on screenspaceObject in the inspector (which is why I made the field public, alternatively add [SerializeField]).
However, when entering Play mode, this connection is lost. The screenspaceObject created before keeps being in the canvasContainer, and a new screenspaceObject is made, so we now have two screenspaceObjects.
However, when I delete the reference to the screenspaceObject in the editor (making it None) and then rebuild the reference to the exacts same Object as it was before (which should change nothing), and then enter into play mode, the behaviour is as expected, ie the screenspaceObject is not destroyed.
What am I doing wrong?
Thanks!