Some games keep a constant number of objects in the scene, but it is very common for characters, treasures and other object to be created and removed during gameplay. In Unity, a GameObject can be created using the Instantiate function which makes a new copy of an existing object:
public GameObject enemy;
void Start() {
for (int i = 0; i < 5; i++) {
Instantiate(enemy);
}
}
Note that the object from which the copy is made doesn’t have to be present in the scene. It is more common to use a prefab dragged to a public variable from the Project panel in the editor. Also, instantiating a GameObject will copy all the Components present on the original.
There is also a Destroy function that will destroy an object after the frame update has finished or optionally after a short time delay:
void OnCollisionEnter(Collision otherObj) {
if (otherObj.gameObject.tag == "Missile") {
Destroy(gameObject,.5f);
}
}
Note that the Destroy function can destroy individual components without affecting the GameObject itself. A common mistake is to write something like:
Destroy(this);
…which will actually just destroy the script component that calls it rather than destroying the GameObject the script is attached to.
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.