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I want to instantiate an object at the location of another object which is destroyed


By : António João Pereira
Date : September 29 2020, 03:00 AM
fixed the issue. Will look into that further You should clarify in your question that you are using Unity3D and that the objects you are referring to are Gameobjects in Unity3D.
In your code where you call the Destroy(myGameobject) you can also instantiate the new gameobject you want.
code :
public Gameobject myNewGameObjectPrefab; //drag your prefab here in the inspector

void DestroyAndCreate(Gameobject myGameObject)
{
    GameObject newObj = Instantiate(myNewGameObjectPrefab, myGameobject.transform.position);
    Destroy(myGameobject);
}


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Is it ok to call a member function of an object being destroyed inside the destructor of another object?


By : user3180319
Date : March 29 2020, 07:55 AM
wish of those help You are referencing b in A::~A () and not _b, which will not compile. Assuming that you meant _b, then answer is - it depends. It depends on a lifetime of the object of class B that is being references by A. If object of class B is destroyed before destructor of A class is called, then it is not OK, otherwise it is OK. In either case this code is not very fool proof, and many will consider re-designing to make it less dangerous.
If there is no strong guarantee that B will still be there when A is destroyed, then you need to do a bit a re-design. You can, for example, store B by value (copy it), or use reference counted or other "smart" pointers.

How to Instantiate an object in particular location if it has Position animation?


By : Nigel DeFreitas
Date : March 29 2020, 07:55 AM
I hope this helps you . There is more than one way to solve this problem, depending on your other goals/constraints if any.
One simple approach is to separate this problem into two spaces, via the introduction of an empty parent node.
code :
[Empty Parent Node]  (created dynamically)
 |- [Ball]           (created from your prefab)

Is dynamic memory destroyed when static object is destroyed?


By : Ivan Meow
Date : March 29 2020, 07:55 AM
To fix this issue
Would be destroyed dinamic allocated memory asigned to ThisMap too?

Dependent objects not destroyed when parent object is destroyed


By : Swathi Nagubandi
Date : March 29 2020, 07:55 AM
wish of those help I believe you have it a bit backwards. Story depends on User, so the dependent: :destroy directive belongs in User something like this:

Can't re-instantiate/respawn object I've destroyed in Unity3D


By : Nick Bouzas
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further You need a prefab to be able to reinstantiate the object, but the operation of destroying and reinstantiating is heavy, so normally you use a pooling manager of sort like https://www.assetstore.unity3d.com/en/#!/content/47242 (disclaimer: I'm the author of this one) or https://www.assetstore.unity3d.com/en/#!/content/23931.
Here's the official Unity totorial about pooling objects: https://unity3d.com/learn/tutorials/topics/scripting/object-pooling
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