How to destroy the instantiated bullet holes and bullet sparks prefabs in javascript
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
add a comment |
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
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
add a comment |
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
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
unity3d
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
add a comment |
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
add a comment |
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
thankyou and yes i'm a newbie
– suleman ali
Nov 14 '18 at 17:03
add a comment |
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1 Answer
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1 Answer
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active
oldest
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active
oldest
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active
oldest
votes
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
thankyou and yes i'm a newbie
– suleman ali
Nov 14 '18 at 17:03
add a comment |
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
thankyou and yes i'm a newbie
– suleman ali
Nov 14 '18 at 17:03
add a comment |
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
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
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
add a comment |
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
add a comment |
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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