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Question by GamingFriendsCZ · May 12, 2019 at 11:38 AM · destroycollider2dtimerontriggerenter2d

How to remove/freeze timer on Destroy()

Is there a way to stop remove or stop the Destroy() timer(aka. timeToDestroy) when the object leave the collider?

 void OnTriggerEnter2D(Collider2D other)
     {        
     if (other.gameObject.tag=="trash")
             {
                 Destroy(this.gameObject, timeToDestroy);
             }
     }
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Answer by tormentoarmagedoom · May 13, 2019 at 03:13 PM

Hello.

For what i think you are trying to get, dont use Destroy like this.

You should Use OnTriggerStay2D()

So each frame is inside the collider this methid is executed.

    float timer = 5;
 
    void OnTriggerStay2D(Collider2D other)
      {        
      if (other.gameObject.tag=="trash")
              {
                  if (timer > 0) timer -= Time.deltaTime;
                  else Destroy(gameObject);
              }
      }
 
    void OnTriggerExit2D(Collider2D other)
     {
      timer = 5;
     }

So time goes down. and if reaches 0 the object is destroyed.

Bye!

Free tip: no need to type this.gameObject. Using directly gameObject (not GameObject) means the object that contains this scrip. Same for transform (not Transform) , GetComponent() ...

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Answer by sebkah · May 12, 2019 at 09:42 PM

Maybe you could use the OverlapCollider method which returns a list of all colliders that overlap this collider, and only use Destroy() if they stay in it for timeToDestroy time ?

Or use Detroy() in a Coroutine and stop the coroutine if the object leaves the collider with OnTriggerExit ?

I'm a neophyte so those ways might not be optimal.

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