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Comments (7)

WhiteNoise avatar WhiteNoise commented on August 17, 2024

Also having this issue.

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code45709 avatar code45709 commented on August 17, 2024

I'm also having the same issue. Also just using despawn doesn't work for me either.

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prime31 avatar prime31 commented on August 17, 2024

I still can't reproduce this. Using the included demo scene pressing the "Spawn Cube" button results in the cube being created then recycled after a delay.

Have you tried setting a breakpoint in the internalDespawnAfterDelay where the object is recycled?

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code45709 avatar code45709 commented on August 17, 2024

Hi,

In unity 5.3.4 if relevant.

So on a ui text prefab. I have

void Update ()
{
If (timeToReturn <= 0)
{
ActiveNow = true;
If (ActiveNow == true)
{
TrashMan.despawn (go:gameObject);
Print ("code executed");
}
}

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code45709 avatar code45709 commented on August 17, 2024

Oops doing this on phone, not to well. I missed a }.

It doesn't print the line. On the delay I kept getting in the console Trying to Invoke delayDespawn. When I tried using it that way to see if it would yield results. In the delay in seconds I have declared it to be 2f. That didn't work.

Thanks.

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dgreene1 avatar dgreene1 commented on August 17, 2024

subscribed

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curiousbrandon avatar curiousbrandon commented on August 17, 2024

I found that if I use despawnAfterDelay on the spawned object itself, it wouldn't work. However if I have it on the object that spawns it, it works fine. Probably obvious but thought I'd comment.

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