I see this is a common error, but I found no real answers to my problem anywhere so I am bold an pop the question once again -
Basically I have put panels with a label on all my items, which always face the player and scale accordingly. It looks cool and works nicely

However, when I pick up an item I ofcourse will want to destroy it instead of leaving it hanging. But this gives several problems.
1. Scene is being destroyed while there are hidden renderers that are using it. This is likely an editor script creating objects with hideFlags and leaving them enabled.
- This seems to be "solved" by rebooting unity, however, it is really annoying you have to do that aaaaaall the time O_o .. also everytime I start up with this error there is at least one panel hanging in the air, but it does not exists in the hiearchy, which is... weird :S
2. Destroying object immediately is not permitted during physics trigger and contact callbacks. You must use Destroy instead.
- This is annoying.. I am using an OnTriggerEvent() I've tried calling Destroy(other.gameObject); gives the error, tried NGUITools.Destroy(other.gameObject); even tried all combos of both destroy functions with finding the children first and deleting them first like this:
NGUITools.Destroy(other.transform.FindChild("panel").transform.FindChild("Label").gameObject); //Destroys label
NGUITools.Destroy(other.transform.FindChild("panel").gameObject);//Destroy The panel first
Destroy (other.gameObject); //Then destroy the item
What is even more weird, that this did work for like five seconds then I tried starting up again, and then it didnt work O_o ... Also when I do any number of these combos, there will be a label/panel hanging in the air in its last transform, but it is deleted in the heirachy... How the deuce do I destroy them panels? :O
Please somebody help me with this
