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Instantiate(this.gameObject) causing crash

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I'm creating a game similar to asteroids. Currently I have an asteroid with X max health, and upon reaching half of that, it reduces in size, sets max hp to current, then makes a copy of itself. When an asteroid's health hits <= 1, it's destroyed. public class AsteroidBreak : MonoBehaviour { public int startingHealth; private int health; void Start () { health = startingHealth; } void OnTriggerEnter (Collider other){ Debug.Log("It's a hit!"); if (other.tag == "Shot") { health--; } if (health <= 1) { Destroy(this.gameObject); } if (health <= startingHealth/2) { transform.localScale = transform.localScale/2; startingHealth = health; Instantiate(this.gameObject); } } } However, I'm finding the game grinds to <5 fps or crashes upon destroying a copied asteroid. I tested it with //Instantiate(this.gameObject); and the asteroids reduced in size and were destroyed fine. I went back and tested it more with cloning, and it only seems to be the copies' copies getting destroyed that causes a crash. (The original asteroid keeps moving in the same direction after shrinking, so it's easy to tell which are copies/originals). I'm not really sure what the problem is. I was hoping to come up with some system that allows for dynamic asteroid size.

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