How to destroy the instantiated bullet holes and bullet sparks prefabs in javascript










0















I want to destroy the instantiated bullet holes and bullet sparks prefabs at the point of raycast hit after few seconds , here's the code i'm using to instantiate them



if(Physics.Raycast(transform.position,transform.TransformDirection(Vector3.forward)*100,hitShot)) 

var rotation = Quaternion.FromToRotation( Vector3.up, hitShot.normal );
var instantiatedExplosion : GameObject = Instantiate(
hitParticles, hitShot.point, rotation );



var rotation1 = Quaternion.FromToRotation(Vector3.forward,hitShot.normal);
var instantiatedHole: GameObject =Instantiate (bulletHoles,hitShot.point,rotation1);











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  • 1





    What approaches have you attempted at this point? Have you considered adding a script to them that counts down once the item is instantiated, then destroys or disables them once the timer reaches 0?

    – Serlite
    Nov 14 '18 at 15:44











  • @Serlite this whole working is being implemented in the gunfire script where the prefabs are referenced in the inspector and then instantiated as clones whenever Fire1 is pressed

    – suleman ali
    Nov 14 '18 at 17:02















0















I want to destroy the instantiated bullet holes and bullet sparks prefabs at the point of raycast hit after few seconds , here's the code i'm using to instantiate them



if(Physics.Raycast(transform.position,transform.TransformDirection(Vector3.forward)*100,hitShot)) 

var rotation = Quaternion.FromToRotation( Vector3.up, hitShot.normal );
var instantiatedExplosion : GameObject = Instantiate(
hitParticles, hitShot.point, rotation );



var rotation1 = Quaternion.FromToRotation(Vector3.forward,hitShot.normal);
var instantiatedHole: GameObject =Instantiate (bulletHoles,hitShot.point,rotation1);











share|improve this question

















  • 1





    What approaches have you attempted at this point? Have you considered adding a script to them that counts down once the item is instantiated, then destroys or disables them once the timer reaches 0?

    – Serlite
    Nov 14 '18 at 15:44











  • @Serlite this whole working is being implemented in the gunfire script where the prefabs are referenced in the inspector and then instantiated as clones whenever Fire1 is pressed

    – suleman ali
    Nov 14 '18 at 17:02













0












0








0








I want to destroy the instantiated bullet holes and bullet sparks prefabs at the point of raycast hit after few seconds , here's the code i'm using to instantiate them



if(Physics.Raycast(transform.position,transform.TransformDirection(Vector3.forward)*100,hitShot)) 

var rotation = Quaternion.FromToRotation( Vector3.up, hitShot.normal );
var instantiatedExplosion : GameObject = Instantiate(
hitParticles, hitShot.point, rotation );



var rotation1 = Quaternion.FromToRotation(Vector3.forward,hitShot.normal);
var instantiatedHole: GameObject =Instantiate (bulletHoles,hitShot.point,rotation1);











share|improve this question














I want to destroy the instantiated bullet holes and bullet sparks prefabs at the point of raycast hit after few seconds , here's the code i'm using to instantiate them



if(Physics.Raycast(transform.position,transform.TransformDirection(Vector3.forward)*100,hitShot)) 

var rotation = Quaternion.FromToRotation( Vector3.up, hitShot.normal );
var instantiatedExplosion : GameObject = Instantiate(
hitParticles, hitShot.point, rotation );



var rotation1 = Quaternion.FromToRotation(Vector3.forward,hitShot.normal);
var instantiatedHole: GameObject =Instantiate (bulletHoles,hitShot.point,rotation1);








unity3d






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asked Nov 14 '18 at 15:20









suleman alisuleman ali

104




104







  • 1





    What approaches have you attempted at this point? Have you considered adding a script to them that counts down once the item is instantiated, then destroys or disables them once the timer reaches 0?

    – Serlite
    Nov 14 '18 at 15:44











  • @Serlite this whole working is being implemented in the gunfire script where the prefabs are referenced in the inspector and then instantiated as clones whenever Fire1 is pressed

    – suleman ali
    Nov 14 '18 at 17:02












  • 1





    What approaches have you attempted at this point? Have you considered adding a script to them that counts down once the item is instantiated, then destroys or disables them once the timer reaches 0?

    – Serlite
    Nov 14 '18 at 15:44











  • @Serlite this whole working is being implemented in the gunfire script where the prefabs are referenced in the inspector and then instantiated as clones whenever Fire1 is pressed

    – suleman ali
    Nov 14 '18 at 17:02







1




1





What approaches have you attempted at this point? Have you considered adding a script to them that counts down once the item is instantiated, then destroys or disables them once the timer reaches 0?

– Serlite
Nov 14 '18 at 15:44





What approaches have you attempted at this point? Have you considered adding a script to them that counts down once the item is instantiated, then destroys or disables them once the timer reaches 0?

– Serlite
Nov 14 '18 at 15:44













@Serlite this whole working is being implemented in the gunfire script where the prefabs are referenced in the inspector and then instantiated as clones whenever Fire1 is pressed

– suleman ali
Nov 14 '18 at 17:02





@Serlite this whole working is being implemented in the gunfire script where the prefabs are referenced in the inspector and then instantiated as clones whenever Fire1 is pressed

– suleman ali
Nov 14 '18 at 17:02












1 Answer
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Never used Unity with JavaScript. However, I think the APIs give you the same method for destruction as for C#, so try this:



Destroy(bulletHole, time);//public static void Destroy(Object obj, float t = 0.0F);


https://docs.unity3d.com/ScriptReference/Object.Destroy.html



I suppose you are new in Unity, normally you try to not destroy GameObjects like bullets, bullet holes, bullet sparkles etc. (or any gameObject you can reuse) because you can reuse them saving a lot of performance. See Object Pooling






share|improve this answer

























  • thankyou and yes i'm a newbie

    – suleman ali
    Nov 14 '18 at 17:03










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1 Answer
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1 Answer
1






active

oldest

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active

oldest

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active

oldest

votes









1














Never used Unity with JavaScript. However, I think the APIs give you the same method for destruction as for C#, so try this:



Destroy(bulletHole, time);//public static void Destroy(Object obj, float t = 0.0F);


https://docs.unity3d.com/ScriptReference/Object.Destroy.html



I suppose you are new in Unity, normally you try to not destroy GameObjects like bullets, bullet holes, bullet sparkles etc. (or any gameObject you can reuse) because you can reuse them saving a lot of performance. See Object Pooling






share|improve this answer

























  • thankyou and yes i'm a newbie

    – suleman ali
    Nov 14 '18 at 17:03















1














Never used Unity with JavaScript. However, I think the APIs give you the same method for destruction as for C#, so try this:



Destroy(bulletHole, time);//public static void Destroy(Object obj, float t = 0.0F);


https://docs.unity3d.com/ScriptReference/Object.Destroy.html



I suppose you are new in Unity, normally you try to not destroy GameObjects like bullets, bullet holes, bullet sparkles etc. (or any gameObject you can reuse) because you can reuse them saving a lot of performance. See Object Pooling






share|improve this answer

























  • thankyou and yes i'm a newbie

    – suleman ali
    Nov 14 '18 at 17:03













1












1








1







Never used Unity with JavaScript. However, I think the APIs give you the same method for destruction as for C#, so try this:



Destroy(bulletHole, time);//public static void Destroy(Object obj, float t = 0.0F);


https://docs.unity3d.com/ScriptReference/Object.Destroy.html



I suppose you are new in Unity, normally you try to not destroy GameObjects like bullets, bullet holes, bullet sparkles etc. (or any gameObject you can reuse) because you can reuse them saving a lot of performance. See Object Pooling






share|improve this answer















Never used Unity with JavaScript. However, I think the APIs give you the same method for destruction as for C#, so try this:



Destroy(bulletHole, time);//public static void Destroy(Object obj, float t = 0.0F);


https://docs.unity3d.com/ScriptReference/Object.Destroy.html



I suppose you are new in Unity, normally you try to not destroy GameObjects like bullets, bullet holes, bullet sparkles etc. (or any gameObject you can reuse) because you can reuse them saving a lot of performance. See Object Pooling







share|improve this answer














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edited Nov 14 '18 at 19:44









Eliasar

599515




599515










answered Nov 14 '18 at 16:18









victor dabijavictor dabija

50619




50619












  • thankyou and yes i'm a newbie

    – suleman ali
    Nov 14 '18 at 17:03

















  • thankyou and yes i'm a newbie

    – suleman ali
    Nov 14 '18 at 17:03
















thankyou and yes i'm a newbie

– suleman ali
Nov 14 '18 at 17:03





thankyou and yes i'm a newbie

– suleman ali
Nov 14 '18 at 17:03



















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