Unity Delete Gameobject After Time
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Unity Destroy Gameobject After Time
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Unity Delete Gameobject After Time And Time
ResourcesCSS created by Sean O'Dowd, Maintained and updated by Louis HongReddit Logo created by from! FindGameObjectsWithTag generates an array of all active GameObjects with the tag that it can find, and returns a reference to it. It doesn't update an existing array. So if you have a GameObject array called MyArray that is currently populated with GameObjects, and do something like: MyArray = GameObject.FindGameObjectsWithTag('tag');Your variable MyArray now contains a reference to the new array created by FindGameObjectsWithTag. The old reference is gone, and if you do not have any other variables pointing at the old array, the old array will be garbage collected shortly.
The array now referenced by MyArray is a completely new object generated from scratch.So if the new array referenced by MyArray contains references you do not think it should after doing MyArray = GameObject.FindGameObjectsWithTag('tag');Then your problem is that FindGameObjectsWithTag is finding things that you don't think it should - in other words you have GameObjects with the tag you are searching for that should have been either Destroyed or set to Inactive. Two questions you need to ask instead:.Are the objects actually being destroyed?.Is my code destroying the old objects and querying FindGameObjectsWithTag on the same frame?Like others have said, running FindGameObjectsWithTag will return a new array every time rather than giving you a reference to the same array. So one of the two questions above should lead to your answer in queries run later in the same frame.Question 2 is important because of how Destroy works: the object is flagged for deletion, but not actually deleted until the end of the current frame. If this is your issue, then the problem can be solved by simply clearing the tags of any objects you want to destroy just before you destroy them, which will allow FGOWT to correctly ignore the object.
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