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Question by wolve3000 · Jun 18, 2017 at 04:30 PM · transformtrigger

How to turn off isTrigger when on Entering and turn on isTrigger on Exiting.

Here is my code:

The object has trigger collider. I want it to turn off its collider and to make a little shift when player hit it. But result is not what I want with the following code.

public Vector3 pos;

 private bool pause = false;
 private Collider col;
 

 void Start()
 {
     col = GetComponent<Collider>();
     pos = transform.position;
     Debug.Log("pos is " + pos);
 }

 void OnTriggerEnter(Collider other)
 {
     col.isTrigger = false;
     if(other.gameObject.tag == "Player")
     {
         this.transform.position = new Vector3 (pos.x, pos.y + 0.2f, pos.z);
         StartCoroutine(PauseTime());
         this.transform.position = new Vector3(pos.x, pos.y, pos.z);
         StartCoroutine(PauseTime());
         col.isTrigger = true;
     }
 }

 IEnumerator PauseTime()
 {
     yield return new WaitForSeconds(0.02f);
 }

isTrigger won't turn off when player enters the object and object won't move as it supposed to do. Please help.

Thank you!

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avatar image shadowpuppet · Jun 18, 2017 at 09:57 PM -1
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I'm confused by a lot of it. "this" refers to the SCRIPT on the gameobject not the gameobject itself so you are trying to send a script to a new Vector3

avatar image wolve3000 shadowpuppet · Jun 21, 2017 at 03:15 AM 0
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Thank you for your response. Then what should I do to change the position of the game object? Thank you!

avatar image hexagonius shadowpuppet · Jun 21, 2017 at 05:16 AM 0
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It doesn't refer to the script. It refers to it's instance, which is a monobehaviour. He could remove it.
You usually need this to differentiate variables with the same name in different scopes (fields, constructor)

avatar image thanathos91 · Jun 19, 2017 at 09:20 AM 0
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I don't understand the expected behavior. Can you explain better? I think somethings wrong in that, maybe you have to implement that in different way.

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Answer by hexagonius · Jun 21, 2017 at 05:17 AM

You need to change void to IEnumerator and call those waits like yield return StartCoroutine(PauseTime)

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