Destroy

Checked with version: 4

-

Difficulty: Beginner

How to use the Destroy() function to remove GameObjects and Components at runtime.

Destroy

Beginner Scripting

DestroyBasic

Code snippet

using UnityEngine;
using System.Collections;

public class DestroyBasic : MonoBehaviour
{
    void Update ()
    {
        if(Input.GetKey(KeyCode.Space))
        {
            Destroy(gameObject);
        }
    }
}
#pragma strict

function Update ()
{
    if(Input.GetKey(KeyCode.Space))
    {
        Destroy(gameObject);
    }
}
import UnityEngine
import System.Collections


public class DestroyBasic(MonoBehaviour):

    private def Update():
        if Input.GetKey(KeyCode.Space):
            Destroy(gameObject)

DestroyOther

Code snippet

using UnityEngine;
using System.Collections;

public class DestroyOther : MonoBehaviour
{
    public GameObject other;
    
    
    void Update ()
    {
        if(Input.GetKey(KeyCode.Space))
        {
            Destroy(other);
        }
    }
}
#pragma strict

public var other : GameObject;


function Update ()
{
    if(Input.GetKey(KeyCode.Space))
    {
        Destroy(other);
    }
}
import UnityEngine
import System.Collections


public class DestroyOther(MonoBehaviour):

    public other as GameObject

    
    
    private def Update():
        if Input.GetKey(KeyCode.Space):
            Destroy(other)

DestroyComponent

Code snippet

using UnityEngine;
using System.Collections;

public class DestroyComponent : MonoBehaviour
{
    void Update ()
    {
        if(Input.GetKey(KeyCode.Space))
        {
            Destroy(GetComponent<MeshRenderer>());
        }
    }
}
#pragma strict

function Update ()
{
    if(Input.GetKey(KeyCode.Space))
    {
        Destroy(GetComponent(MeshRenderer));
    }
}
import UnityEngine
import System.Collections


public class DestroyComponent(MonoBehaviour):

    private def Update():
        if Input.GetKey(KeyCode.Space):
            Destroy(GetComponent[of MeshRenderer]())

Related documentation

Scripting

  1. Scripts as Behaviour Components
  2. Variables and Functions
  3. Conventions and Syntax
  4. C# vs JS syntax
  5. IF Statements
  6. Loops
  7. Scope and Access Modifiers
  8. Awake and Start
  9. Update and FixedUpdate
  10. Vector Maths
  11. Enabling and Disabling Components
  12. Activating GameObjects
  13. Translate and Rotate
  14. Look At
  15. Linear Interpolation
  16. Destroy
  17. GetButton and GetKey
  18. GetAxis
  19. OnMouseDown
  20. GetComponent
  21. Delta Time
  22. Data Types
  23. Classes
  24. Instantiate
  25. Arrays
  26. Invoke
  27. Enumerations
  28. Switch Statements
  1. Properties
  2. Ternary Operator
  3. Statics
  4. Method Overloading
  5. Generics
  6. Inheritance
  7. Polymorphism
  8. Member Hiding
  9. Overriding
  10. Interfaces
  11. Extension Methods
  12. Namespaces
  13. Lists and Dictionaries
  14. Coroutines
  15. Quaternions
  16. Delegates
  17. Attributes
  18. Events
  1. Building a Custom Inspector
  2. The DrawDefaultInspector Function
  3. Adding Buttons to a Custom Inspector
  4. Creating Basic Editor Tools
  1. MonoDevelop's Debugger
  2. Good Coding Practices in Unity
  3. Unity Editor Extensions – Menu Items
  4. Creating Meshes
  1. AssetBundles and the AssetBundle Manager
  2. Mastering Unity Project Folder Structure - Version Control Systems
  1. Installing Tools for Unity Development
  2. Building your first Unity Game with Visual Studio
  3. Editing Unity games in Visual Studio
  4. Debugging Unity games in Visual Studio
  5. Graphics debugging Unity games in Visual Studio
  6. Taking Unity games to Universal Windows Platform
  7. Testing Unity games on Android in Visual Studio
  1. Scripting Primer and Q&A
  2. Scripting Primer and Q&A - Continued
  3. Scripting Primer and Q&A - Continued (Again)
  4. Persistence - Saving and Loading Data
  5. Object Pooling
  6. Introduction to Scriptable Objects
  7. How to communicate between Scripts and GameObjects
  8. Coding in Unity for the Absolute Beginner
  9. Sound Effects & Scripting
  10. Editor Scripting Intro
  11. Writing Plugins
  12. Property Drawers & Custom Inspectors
  13. Events: Creating a simple messaging system
  14. Using Interfaces to Make a State Machine for AI
  15. Ability System with Scriptable Objects
  16. Character Select System with Scriptable Objects
  1. Intro and Setup
  2. Data Classes
  3. Menu Screen
  4. Game UI
  5. Answer Button
  6. Displaying Questions
  7. Click To Answer
  8. Ending The Game and Q&A
  9. Intro To Part Two
  10. High Score with PlayerPrefs
  11. Serialization and Game Data
  12. Loading Game Data via JSON
  13. Loading and Saving via Editor Script
  14. Game Data Editor GUI
  15. Question and Answer