Yahoo Poland Wyszukiwanie w Internecie

Search results

  1. 25 mar 2010 · After an object is destroyed, an equality check with `null` will return `true`. The variable does not go to null, you can still call `GetInstanceID()` on it, but the "==" operator is overloaded and behaves as expected.

  2. 31 gru 2020 · Given a GameObject instance, I want to know if the gameobject is queued for being destroyed or not. (null check doesn’t work since the gameobject is not destroyed yet.) You can use OnDisable method like this, my little unity brothers: private void OnDisable() {.

  3. To check if a object has been destroyed, you should use MonoBehavior's OnDestroy like so: You can also instead of destroying the player object, set it to active/inactive, but to check if the player is dead or alive this way, you will need a separate object which checks the active state:

  4. 16 lut 2024 · What I want to do is, if a game object enters my trigger alive and leaves without being destroyed, nothing happens. But if the game object is destroyed (by any circumstances) within the zone, then I want to output a debug.log(“The game object has been destroyed”).

  5. Removes a GameObject, component or asset. The object obj is destroyed immediately after the current Update loop, or t seconds from now if a time is specified. If obj is a Component, this method removes the component from the GameObject and destroys it.

  6. 5 sie 2014 · You could use two approaches here; directly calling a function when the object is destroyed, or handling an array of objects yourself. In the first approach, you could take advantage of the OnDestroy function that belongs to MonoBehaviour.

  7. 2 lis 2016 · Alerting ObjectiveManager when an enemy is destroyed. From there, you can use the Enemy objects OnDestroy() method to inform ObjectiveManager that it has to decrement enemyCount by 1. Assuming we have correctly counted the total enemies at the start, we know that when we kill the last enemy, enemyCount == 0.

  1. Ludzie szukają również