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 Rxanadu · Apr 26, 2013 at 05:20 AM · updateontriggerenterboolelevator

Making elevator stop at triggers

I'm trying to make an elevator stop at different triggers I've set up to act as floors. However, not matter what I do with my code, the elevator passes through (despite me setting the "Is Trigger" Boolean value to true).

The code I'm using is a modified version of a script I found online that was a good workaround for using rigidbody components to move the elevator up and down with force. Currently, it uses an int value to dictate which direction the elevator moves in an Update function. I have the E key switch the int value.

Unfortunately, my main issue is with it detecting the triggers in a meaningful way. I've tried bool values, OnTriggerEnter(), and OnTriggerStay(), and none of them worked.

I must be missing something simple, as the triggers "work": I used a bool value to detect whether the triggers were being entered, and they always came up "true." Hopefully, the code can explain itself better than I can:

 public class ElevatorMovement : MonoBehaviour {
     public int dirPlat;
     float frameMultiplyer = 2.5f;
     float frameSpeed;
    
     void Update()
     {
         frameSpeed = frameMultiplyer * Time.deltaTime;
         if (Input.GetKeyDown(KeyCode.E))
         {
             //change direction of elevator movement
             if (dirPlat == 0)
                 dirPlat = 1;
             else 
                 dirPlat = 0;
         }
 
         //goes up 
         if (dirPlat == 0)       
             transform.Translate(Vector3.up * frameSpeed);        
 
         //goes down
         if (dirPlat == 1)        
             transform.Translate(Vector3.down * frameSpeed);        
 
         //stops elevator
         //if (f == true) {
         //    transform.Translate(Vector3.down * 0);
         //}
     }
 
     void OnTriggerEnter(Collider other) {
         if (other.tag == "ElevatorStop") {
             transform.Translate(Vector3.down * 0);
         }
     }
 
 }

If anyone has suggestions for what I can do to solve the trigger dilemma, I'd love to hear them.

Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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

11 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

Related Questions

Simple "E" to interact script... 1 Answer

OnTriggerEnter only recognised once, no matter how many times I enter ? (Solved) 1 Answer

Problem using a position determined from onTrigggerEnter in Update 2 Answers

activating multiple voids with the same name trough one line 1 Answer

Possible Colliders problem. Maybe gravity problem. 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