Author Topic: destroy, activate(uncheck), gameobject remains in the scene  (Read 688 times)


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destroy, activate(uncheck), gameobject remains in the scene
« on: November 10, 2017, 03:57:53 AM »
Hi guys,

there is something bothers me, and seems it happens randomly somehow.
here is the issue:
i am working with hololens, and when i add the action like : destroy the gameobject, or activate(uncheck) the gameobject, it works normally. but when the scene gets a bit complicated, or just because i changed something( even no addiotional content), then this action doesnt work, and it will happen not to all the gameobeject the script were attached, just one or two.
and now the weird thing is: the script did destroy the gameobject, since the gameobject doesnt exist anymore there, but in the playmode scene, it is still there.

so i wonder, how it could be solved? and what is exaclty the problem? would it be that the hololens has lesser cpu, gpu power? but in unity playmode is also like this.


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Re: destroy, activate(uncheck), gameobject remains in the scene
« Reply #1 on: November 10, 2017, 02:15:50 PM »
Could you show this in a video?
And the fsms/states/actions that are used for this?

Maybe you have some duplicates somehow?

In playmode on unity, can you select the object that was destroyed in the scene view?
If so, does it highlight in the hierarchy?

do you use resources load and/or create Object?