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Question by JannickL · Jul 16, 2016 at 08:37 PM · gameobjectcolliderdestroyspeed

destroy gameobject when collider is fast enough?

Hey there, i'm searchin for a solution for the following:

I want to destroy a GameObject on collision, but only when the other collider is fast enough.

For example if a car with low speed hits a tree, then the tree should not break. When the car is fast enough the tree should break/destroy.

How can i quantify the speed of a collider?

Hope you guys know what i mean.

Code could look like this:

 public float speed;
 
 void OnCollisionEnter(Collision collision){
      if (collision.collider.tag = "Car" && speed >= 10)
     {
      destroy(gameobject);
      } else {
      debug.log("Not fast enough");
      }
 }


Sorry for bad english.

Greets

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Answer by JoshDangIt · Jul 17, 2016 at 03:21 AM

https://docs.unity3d.com/ScriptReference/Collision-relativeVelocity.html

That should help you.

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avatar image JannickL · Jul 17, 2016 at 08:40 PM 0
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Thank you, that's what i have searched!

avatar image JannickL · Jul 18, 2016 at 10:15 AM 0
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So, it works good but the problem is, that i can't give my GameObject a non kinematic rigidbody. No Rigidbody or a $$anonymous$$inematic one, this would work but then i can't request the magnitude.

Any other solution for this?

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Answer by Zeoli · Jul 16, 2016 at 09:11 PM

The car should have a speed. if it is public you should be able to reference it via collision.gameObject (http://docs.unity3d.com/ScriptReference/Collision-gameObject.html) then all you need to do is... (sorry not at my dev PC right now) but it would be basically something similar to this.

 void OnCollisionEnter(Collision collision){
     if(collision.gameObject<Car>())
     {
        if (collision.gameObject<Car>().Speed >= 10)
        {
            destroy(gameobject);
         } 
         else 
         {
             debug.log("Not fast enough");
         }
     }
  }
 
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