Unity Delete Gameobject After Time

Unity Delete Gameobject After Time

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Delete Object Unity

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Creating and Destroying GameObjects. In Unity, a GameObject can be created using the Instantiate. The frame update has finished or optionally after a short. Headus Uvlayout V2.06.03e Pro - Xforce. Feb 08, 2015 Unity3D Destroy Object After a Delay! Tutorial 15 THIS IS Java. How To Destroy Or Delete Game Object In Unity 3D C# Tutorial Beginner - Duration.

In code when you fire a bullet you're instantiating a prefab, right? Maybe one for the bullet and one for the shell? When you instantiate your bullet or shell or whatever it is it will be defined as a GameObject, because that's how Unity works. So technically your queue will be Queue Shells = new Queue(); I used a Bullet type in the pseudocode to show that's what you would specifically be working with, but I realize it can be confusing given how Unity's components work. The reference for instantiating is here: To actually delete the object you'll need to keep it as a GameObject and not cast it as a shell ( Instantiate(shellPrefab) as Shell; = bad) • • • • •.

So I am back to this thread again. My code does a LoadLevelAdditive - all GameObject's for the level are parented under a placeholder game object to make to easy to nuke them later. While I see Unity is destroying the parent game Object and all the children (as viewed in the editor). I can see through instruments on the actual device that the 10MB of memory used by my level is not being freed up and every time I reload the level another 10MB is consumed. So first of all am I handling this correctly?

I am probably being a little lazy here trying to flush the toilet vs picking out the poo but i really would like to reset all elements of the level to a known state easily if possible. IByte EDIT: reread the thread, will try destroy immediate again but I don't think that should be necessary? RE-EDIT: DestroyImmediate did not seem to make any difference. Hi Andeee, for a start I decided to rule out any external code being called via plugins and it turns out my own plugin is the main culprit. Having said that I would still appreciate your interpretation of this allocation memory graph I to took with all external 'Obj-C' code disabled. What could be in the first big memory allocation when the level is loaded the first time but not on subsequent loadLevelAdditive calls?

If code in my level references a class like iTween for example - would that class memory be released when the level is unloaded or would that stick around? Thanks iByte. Easydnc Serial.