hi guys, Trying to deternate a shell after it has been fired from my tank it really looks like it should be working but the button wont trigger the print caption i just cant get print("det flak"); to print the true false is working and i can even get into the button function but it just isnt seeing the true or false....please help Code (CSharp): using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerTankShell : MonoBehaviour { public ParticleSystem shellExplodes; public AudioSource shellExplodesSound; public DamageController damageController; public Collider2D blastRadius; private float timer; private bool shellCanDetonate = false; private void Start() { damageController = FindObjectOfType<DamageController>(); } private void Update() { CheckShellcanDetonate(); print(shellCanDetonate); } private void OnTriggerEnter2D(Collider2D collider) { if (collider.gameObject.tag == "Player") { damageController.TakingDamage(10); } Instantiate(shellExplodes, transform.position, transform.rotation); shellExplodesSound.Play(); Destroy(gameObject, 0.1f); blastRadius.enabled = true; StartCoroutine(BlastRadius()); } void CheckShellcanDetonate() { timer += Time.deltaTime; if (timer > 3) { shellCanDetonate = true; } } public void FlackDetonate() { if (shellCanDetonate) { print("det flak"); } } IEnumerator BlastRadius() { float waiting = 0.2f; yield return new WaitForSeconds(waiting); blastRadius.enabled = false; } }
So do methods on scripts that are connected to prefabs still run even if the object is not instantiated? i destroy my shell when it hits the ground but the method still prints allthough the object the scrip is attached to has been destroyed.