Why i cant destroy an object?

Hi,
Im trying to destroy a prefab object with Destroy() method,but for some reason the if statement is not “True” and i cant understand why.

using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;

public class Spawner : MonoBehaviour
{
	public float startDelay;
	public float repeatRate;
	public GameObject prefab;
	private PlayerController playerController;
	void Start()
	{
		playerController = GameObject.Find("Player").GetComponent<PlayerController>();
		InvokeRepeating(nameof(SpawnObstacle), startDelay, repeatRate);
	}

	// Update is called once per frame
	void Update()
	{
		if (prefab.gameObject.transform.position.x <= -11)
		{
			Debug.Log("psadas");
			Destroy(prefab.gameObject);
		}
	}
	private void SpawnObstacle()
	{
		if (playerController.gameOver == false)
		{
			Instantiate(prefab, transform.position, Quaternion.identity);
		}

	}
}

if it truly is a prefab, no you cant destroy in a prefab because the prefab isnt instantiated…

if it is an instance of something, you would be able to, but you need a reference to that instance not the prefab it came from

Instantiate returns a reference to the instantiated GameObject. You need to save that for when you want to destroy the object. Currently you’re trying to destroy the prefab.

and how i need to save it?

Are you asking how to do load / save of your game state?? If so, start with tutorials. It is EXTREMELY well-covered ground that nobody here is going to retype into this little box.

Load/Save steps:

An excellent discussion of loading/saving in Unity3D by Xarbrough:

And another excellent set of notes and considerations by karliss_coldwild:

Loading/Saving ScriptableObjects by a proxy identifier such as name:

When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. Save data needs to be all entirely plain C# data with no Unity objects in it.

The reason is they are hybrid C# and native engine objects, and when the JSON package calls [ICODE]new[/ICODE] to make one, it cannot make the native engine portion of the object, so you end up with a defective “dead” Unity object.

Instead you must first create the MonoBehaviour using AddComponent() on a GameObject instance, or use ScriptableObject.CreateInstance() to make your SO, then use the appropriate JSON “populate object” call to fill in its public fields.

If you want to use PlayerPrefs to save your game, it’s always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:

Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.

A good summary of the problem space:

im not talking about saving to disk.I want to destroy the object that was instantiated,but for some reason the condition is not met and next line of code is not executed

if (prefab.gameObject.transform.position.x <= -11)
		{
			Debug.Log("psadas");
			Destroy(prefab.gameObject);
		}

As already noted above.

You’re destroying the prefab.

You cannot do that.

So don’t do that.

Instantiate returns the instance it created.

Keep a reference to what Instantiate returns.

Use that reference as what you Destroy().

okay,i got it.Thanks guys

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