Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Faniha · May 15, 2015 at 10:34 PM · c#2dcollisiondestroy

destroying gameobject from other script

I have two gameobjects (Bug and Hand) in a 2d game. One of them(Hand) has a code that checks for a specific input and if the input happens another method checks for collision with Bug. If there is collision then I would like Bug to be destroyed. My problem is that I don't know how to destroy gameobject Bug from the script associated with Hand. I added the section code from Hand and marked where I would like the destroying to happen. Any help would be most appreciated. (just note that I cannot move method Attack as it has impact on the handAttack class further on in the code)

 public class handAttack : MonoBehaviour {
 
     float timeframe = 0;
     bool chkinput=false;
     bool IsOverlap = false;
     
 
     public void checkColisionForAttack(){
         Collider2D[] colliders = Physics2D.OverlapCircleAll (transform.position, 0.8f);
         if (colliders.Length > 0) {
             foreach (var c in colliders) { 
                 if (c.name == "Bug_Sheet_0") {
                     IsOverlap = true;
                     print ("we have collision");
                     print (colliders);
 // and this is where I would like the gameobject Bug to be destroyed
                 }
             }
         } else {
             IsOverlap = false;
         }
     }
 
         
     public void Attack (){
         if (Input.GetKeyDown (KeyCode.F)) {    
             chkinput = true;
         }
         if (chkinput) {
             timeframe += 1 * Time.deltaTime; 
             if (Input.GetKeyDown (KeyCode.G)) {
                 checkColisionForAttack();
                 timeframe = 0;
                 chkinput = false;
             }
             if (timeframe > 1) {
                 timeframe = 0;
                 chkinput = false;
 
             }
         }
 }
 
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Sethhalocat · May 15, 2015 at 10:42 PM 0
Share

U could make it so the hand has a tag and if the bug touches a tag it will be destroyes... or click to spawn the tagged item or make the second hand that comes down have a tag.

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by TrentBost · May 15, 2015 at 10:57 PM

To Destroy the object, you can use: Destroy( c.gameObject );

 using UnityEngine;
 using System.Collections;
 
 public class handAttack : MonoBehaviour {
 
   float timeframe = 0;
   bool chkinput = false;
   bool IsOverlap = false;
 
   /////////////////////////////
   // Check Collision For Attack
   public void checkColisionForAttack() {
     Collider2D[] colliders = Physics2D.OverlapCircleAll( transform.position, 0.8f );
     if( colliders.Length > 0 ) {
       foreach( var c in colliders ) {
         if( c.name == "Bug_Sheet_0" ) {
           IsOverlap = true;
           print( "we have collision" );
           print( colliders );
           //// DESTROY: Bug GameObject
           Destroy( c.gameObject );
         };
       };
     } else {
       IsOverlap = false;
     };
   }
 
   /////////
   // Attack
   public void Attack() {
     if( Input.GetKeyDown( KeyCode.F ) ) {
       chkinput = true;
     };
     if( chkinput ) {
       timeframe += 1 * Time.deltaTime; 
       if( Input.GetKeyDown( KeyCode.G ) ) {
         checkColisionForAttack();
         timeframe = 0;
         chkinput = false;
       };
       if( timeframe > 1 ) {
         timeframe = 0;
         chkinput = false;
       };
     };
   }
 
 }

There are built-in functions that can do collision checks for you.

It would be worth-while to check into OnCollisionEnter2D and OnTriggerEnter2D

Code for that might look something like:

 [...]
 //////////////////////
 // ON Trigger Enter 2D
 void OnTriggerEnter2D( Collider2D col ) {
   switch( col.name ) {
     case "Bug_Sheet_0":
       Destroy( col.gameObject );
       break;
     default: break;
   };
 }
 [...]


Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Destroy object on touch of object with specific class 3 Answers

Simple on Collision Help (C#) 2 Answers

[c#]collision script not working 1 Answer

Collision on specific Frames 1 Answer

How to only delete one of two collided objects? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges