Unity gameobject not destroying
I'm building some somtware that displays a text every time you load a certain screen. I'm trying to delete all previous text so that I can load new text every time I load the view. But for some reason I can't seem to destroy the gameobjects holding the text, and ends up duplicating the text I already had.
private void SetPages(List<string> strings)
{
Clear();
foreach (string page in strings)
AddPage(page);
}
private void AddPage(string text)
{
Text page = instantiator.InstantiatePrefabForComponent<Text>(textPrefab);
page.GetComponent<Text>().text = text;
page.transform.SetParent(root, false);
texts.Add(page);
}
private void Clear()
{
if(texts != null)
{
foreach (Text text in texts)
{
oldTexts.Add(text);
}
for (int i = 0; i < oldTexts.Count; i++)
{
Destroy(oldTexts[i].gameObject);
}
oldTexts.Clear();
texts.Clear();
}
}
string unity3d gameobject
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I'm building some somtware that displays a text every time you load a certain screen. I'm trying to delete all previous text so that I can load new text every time I load the view. But for some reason I can't seem to destroy the gameobjects holding the text, and ends up duplicating the text I already had.
private void SetPages(List<string> strings)
{
Clear();
foreach (string page in strings)
AddPage(page);
}
private void AddPage(string text)
{
Text page = instantiator.InstantiatePrefabForComponent<Text>(textPrefab);
page.GetComponent<Text>().text = text;
page.transform.SetParent(root, false);
texts.Add(page);
}
private void Clear()
{
if(texts != null)
{
foreach (Text text in texts)
{
oldTexts.Add(text);
}
for (int i = 0; i < oldTexts.Count; i++)
{
Destroy(oldTexts[i].gameObject);
}
oldTexts.Clear();
texts.Clear();
}
}
string unity3d gameobject
add a comment |
I'm building some somtware that displays a text every time you load a certain screen. I'm trying to delete all previous text so that I can load new text every time I load the view. But for some reason I can't seem to destroy the gameobjects holding the text, and ends up duplicating the text I already had.
private void SetPages(List<string> strings)
{
Clear();
foreach (string page in strings)
AddPage(page);
}
private void AddPage(string text)
{
Text page = instantiator.InstantiatePrefabForComponent<Text>(textPrefab);
page.GetComponent<Text>().text = text;
page.transform.SetParent(root, false);
texts.Add(page);
}
private void Clear()
{
if(texts != null)
{
foreach (Text text in texts)
{
oldTexts.Add(text);
}
for (int i = 0; i < oldTexts.Count; i++)
{
Destroy(oldTexts[i].gameObject);
}
oldTexts.Clear();
texts.Clear();
}
}
string unity3d gameobject
I'm building some somtware that displays a text every time you load a certain screen. I'm trying to delete all previous text so that I can load new text every time I load the view. But for some reason I can't seem to destroy the gameobjects holding the text, and ends up duplicating the text I already had.
private void SetPages(List<string> strings)
{
Clear();
foreach (string page in strings)
AddPage(page);
}
private void AddPage(string text)
{
Text page = instantiator.InstantiatePrefabForComponent<Text>(textPrefab);
page.GetComponent<Text>().text = text;
page.transform.SetParent(root, false);
texts.Add(page);
}
private void Clear()
{
if(texts != null)
{
foreach (Text text in texts)
{
oldTexts.Add(text);
}
for (int i = 0; i < oldTexts.Count; i++)
{
Destroy(oldTexts[i].gameObject);
}
oldTexts.Clear();
texts.Clear();
}
}
string unity3d gameobject
string unity3d gameobject
asked Nov 24 '18 at 4:49
PCalle100PCalle100
30115
30115
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1 Answer
1
active
oldest
votes
It's not clear why you need oldTexts. just do
foreach (Text text in texts)
{
Destroy(text.gameObject);
}
also, this part:
page.GetComponent<Text>().text = text;
can be simplified to
page.text = text;
since you're already getting the Text
component from instantiation.
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
It's not clear why you need oldTexts. just do
foreach (Text text in texts)
{
Destroy(text.gameObject);
}
also, this part:
page.GetComponent<Text>().text = text;
can be simplified to
page.text = text;
since you're already getting the Text
component from instantiation.
add a comment |
It's not clear why you need oldTexts. just do
foreach (Text text in texts)
{
Destroy(text.gameObject);
}
also, this part:
page.GetComponent<Text>().text = text;
can be simplified to
page.text = text;
since you're already getting the Text
component from instantiation.
add a comment |
It's not clear why you need oldTexts. just do
foreach (Text text in texts)
{
Destroy(text.gameObject);
}
also, this part:
page.GetComponent<Text>().text = text;
can be simplified to
page.text = text;
since you're already getting the Text
component from instantiation.
It's not clear why you need oldTexts. just do
foreach (Text text in texts)
{
Destroy(text.gameObject);
}
also, this part:
page.GetComponent<Text>().text = text;
can be simplified to
page.text = text;
since you're already getting the Text
component from instantiation.
answered Nov 24 '18 at 7:08
Adam BAdam B
1,190719
1,190719
add a comment |
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