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Question how to delete self with script without deleting all other objects with script

Discussion in 'Editor & General Support' started by anthonyxzcj, Jul 31, 2022.

  1. anthonyxzcj

    anthonyxzcj

    Joined:
    Jul 30, 2022
    Posts:
    3
    im making a warioware like game thing and one of the things i added is a game where there's a bunch of food bouncing everywhere and you have to click all of them and it needs a script to delete the food when clicked so in a script i tried
    Code (CSharp):
    1. Destroy(gameObject);
    but that deletes all other objects with the script and i tried
    Code (CSharp):
    1. Destroy(this);
    but i think that's just deleting the script itself (i am using unity 2021.3.7f1 on an M2 MacBook with MacOS Monterey if somehow it's not unity's fault)
     
  2. PraetorBlue

    PraetorBlue

    Joined:
    Dec 13, 2012
    Posts:
    7,735
    Destroy destroys exactly whatever you tell it to destroy. if
    Destroy(gameObject);
    is destroying all objects with the script that means you're running that code simultaneously on all the objects with the script. Each copy is only destroying itself.

    And yes
    Destroy(this);
    just destroys the script it runs on.
     
  3. anthonyxzcj

    anthonyxzcj

    Joined:
    Jul 30, 2022
    Posts:
    3
    so what do i do
     
  4. PraetorBlue

    PraetorBlue

    Joined:
    Dec 13, 2012
    Posts:
    7,735
    Make sure your code is only destroying the object you actually clicked on.
     
    Kurt-Dekker likes this.
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,947
    Don't try stuff... find out what is actually going wrong FIRST, then try stuff that might fix that problem.

    If you have no idea what is going on, fix that first.

    If you got this code from a tutorial, go back, you missed Step #2: Understand What Is Happening.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!

    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    This approach can be very helpful to figure out what running code is doing:

    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
    - you're getting an error or warning and you haven't noticed it in the console window

    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 supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    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, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    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://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494
     
  6. anthonyxzcj

    anthonyxzcj

    Joined:
    Jul 30, 2022
    Posts:
    3
    so turns out what happened is i forgot to make the clicking part of my code actually check what was clicked so i found http://answers.unity.com/answers/935683/view.html which makes a raycast from the point of the screen being clicked and checks if it hit anything with a collider and if it did to delete it
     
    Kurt-Dekker likes this.