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Question by Dragonfly3r · Oct 30, 2014 at 03:33 PM · c#activebullets

Make make gameObject invisible until collision with bullet

Hey trying to make to a script for making a wall in my game be set to deactivating it at the start of the game. And upon detection of a bullet passing through it will destroy the bullet & will make the wall become active and appear before disappearing and becoming inactive after specific amount of time.

Code below is what I have so far. How would I go about making it work?

  public class AppearingWall : MonoBehaviour
 {

 // Use this for initialization
 void Start()
 {

     gameObject.SetActive(false);





 }

 public void OnTriggerEnter(Collider col)
 {
     int countDown = 0;

     if (col.tag == "Bullet")
     {

         gameObject.SetActive(true);
         countDown++;

         if (countDown > 5)
         {
             gameObject.SetActive(false);
         }
     }


 }

 }

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avatar image Mayank Ghanshala · Oct 30, 2014 at 03:37 PM 2
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Not sure but why not deactivate its renderer ins$$anonymous$$d gameobject?

avatar image Dragonfly3r · Nov 01, 2014 at 01:15 AM 0
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I tried this before but when I ran the script with the box collider being a trigger and it meant that the player could still run through the wall as if it wasn't there. So trying this way now.

avatar image KMKxJOEY1 · Nov 01, 2014 at 01:30 AM 0
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^^ this is the best option because disabling the GameObject will also disable it's physics components.

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Answer by KMKxJOEY1 · Nov 01, 2014 at 01:32 AM

try something like this instead:

  public class AppearingWall : MonoBehaviour
  {
      void Start()
      {
          renderer.enabled = false;
      }
      
      public void OnTriggerEnter(Collider col)
      {
          int countDown = 0;
      
          if (col.tag == "Bullet")
          {
             renderer.enabled = true;
             countDown++;
      
              if (countDown > 5)
              {
                  renderer.enabled = false;
              }
          }
      
      
      }
  
  }
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