Unity Destory

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Object.Destroy

 
 
public static function Destroy(obj: Object, t: float = 0.0F): void;
public static void Destroy(Object obj, float t = 0.0F);

Parameters

obj The object to destroy.
t The optional amount of time to delay before destroying the object.

Description

Removes a gameobject, component or asset.

The object obj will be destroyed now or if a time is specified t seconds from now. If obj is a Component it will remove the component from the GameObject and destroy it. If obj is a GameObject it will destroy the GameObject, all its components and all transform children of the GameObject. Actual object destruction is always delayed until after the current Update loop, but will always be done before rendering.

    // Kills the game object
    Destroy (gameObject);

// Removes this script instance from the game object Destroy (this);

// Removes the rigidbody from the game object Destroy (rigidbody);

// Kills the game object in 5 seconds after loading the object Destroy (gameObject, 5);

// When the user presses Ctrl, it will remove the script // named FooScript from the game object function Update () { if (Input.GetButton ("Fire1") && GetComponent (FooScript)) Destroy (GetComponent (FooScript)); }
// Kills the game object
Destroy(gameObject);

// Removes this script instance from the game object Destroy(this);

// Removes the rigidbody from the game object Destroy(rigidbody);

// Kills the game object in 5 seconds after loading the object Destroy(gameObject, 5);

// When the user presses Ctrl, it will remove the script // named FooScript from the game object void Update() { if (Input.GetButton("Fire1") && GetComponent<FooScript>()) { Destroy(GetComponent<FooScript>()); } }

Destroy is inherited from the UnityEngine.Object base class. Javascript users should consider making a call to UnityEngine.Object.Destroy, rather than Object.Destroy to avoid references being resolved to the .Net System.Object class.

Note :  Destory 继承于UnityEngine  所以如果Destory出现下图情况

 

可以考虑使用 UnityEngine.Object.Destroy (gameObject);

 

 

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