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Question by poiler22 · May 20, 2020 at 11:11 AM · variableglobal variable

Reassigning variable inside OnCollisionEvent does not change variable inside the Update method

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class DoorOpen : MonoBehaviour { //Hello, To use this script u need: //Assign this script to the door //Tag the door "Door" //Assign camera to a camera value in the script //Press "f" to open the door

 public float smooth = 1;
 public float angle = 90f;
 public Camera cam;
 Camera Cam;
 public float RayDistance = 1.7f;
 public float maxD = 1.7f;
 Ray ray;
 public Quaternion start;
 public Quaternion end;
 [Header("Auto = Finds Standard Asset Camera")]
 public bool AutoCamera = true;
 [Header("Auto Assigns a Tag <Door>")]
 public bool AutoTag = true;
 public bool open;
 public bool count = false;
 void Start()
 {
     if (AutoCamera)
     {
         cam = GameObject.FindWithTag("MainCamera").GetComponent<Camera>();
     }
     if (AutoTag)
     {
         tag = "Door";
     }

     start = Quaternion.Euler(transform.rotation.eulerAngles.x, 0, transform.rotation.eulerAngles.z);
     end = Quaternion.Euler(transform.rotation.eulerAngles.x, -angle, transform.rotation.eulerAngles.z);
     open = false;
 }

 //Script by Total_Marginal 

 void Update()
 {
     

     if (open == true)
     {
        
         transform.rotation = Quaternion.Slerp(transform.rotation, end, Time.deltaTime * smooth);
         //transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, -angle, transform.rotation.eulerAngles.z); 
     }
     else
     {
         transform.rotation = Quaternion.Slerp(transform.rotation, start, Time.deltaTime * smooth);
         //transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, 0, transform.rotation.eulerAngles.z);
     }

     if (Input.GetKeyDown("f"))
     {
         ray = cam.ScreenPointToRay(Input.mousePosition);

         RaycastHit hit;

         if (Physics.Raycast(ray, out hit, RayDistance) && hit.transform.tag == "Door")
         {
             if (Vector3.Distance(hit.transform.position, this.transform.position) < maxD)
             {
                 open = !open;
             }
         }
     }
 }


 public void OnCollisionStay(Collision collision)
 {
     //open = !open;
     if (collision.gameObject.name == "Nolan")
     {
       //  Debug.Log(collision.gameObject.name);
     }
    
     if (collision.gameObject.tag == "AI" || collision.gameObject.name == "Nolan")
     {
         open = true;
      


     }
 }

}

This is my code to open the door when "open" variable is set to true. When I press F, the door open; however, not when I collide with the door. Anyone have any idea why?

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