How to Start/Stop Scripted Animation using a Trigger?
This is a really simple issue. So, when the player enters the trigger box of a platform, the platform starts rotating. And when the player exits the trigger box of the platform, the platform stops moving. The platform's rotation is controlled by a few lines in the script. Take a look at the script below that is a component of the platform.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlatformAttach : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
void Update()
{
transform.Rotate (new Vector3(0,Time.deltaTime*37,0));
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player"))
{
void Update()
{
transform.Rotate (new Vector3(0,Time.deltaTime*0,0));
}
}
}
}
I know that the part of the script that rotates the platform works because I've tested it as it's own script like this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraRotator : MonoBehaviour
{
void Update()
{
transform.Rotate (new Vector3(0,Time.deltaTime*37,0));
}
}
But for some reason when I copy and paste this into the other script so that the trigger will start and stop the rotation, it doesn't work. Does anyone know what to do?
Answer by shawnatkidzpace · Jun 14, 2019 at 04:41 PM
I don't think you can have the Update nested in OnTriggerExit.
It works in the second example because update isn't nested.
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