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Question by shaanbhaya · Jun 29, 2012 at 07:34 PM · androidontriggerenterlag

OnTrigger causing a lag....

So i am making a game for android in which a ball will have to reach to a point to get some velocity and then to the next...for that i am using is trigger on a sphere with mesh render off...but whats happening is as soon as it touches the sphere colliders the game freezes for a sec and then every thing is smooth...and the strange part is it happens for only the first collider it comes in contact with... here's my code

function Start () {

} function Update()

{

}

function OnTriggerEnter(coll:Collider) {

var gg:MOVEMENT=GetComponent(MOVEMENT);

if(coll.gameObject.tag=="wind")

{ gg.forward=gg.forward+100;

Debug.Log("hey"); }

if(coll.gameObject.tag=="wind2") {

gg.forward+=150;

Debug.Log("hey2");

} }

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avatar image shaanbhaya · Jun 29, 2012 at 07:19 PM 0
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and i have also used different colliders..for the sphere..

avatar image KowalskiCZK · Jun 02, 2014 at 03:50 PM 0
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i have the same problem, did you find solution?

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Answer by fafase · Jun 29, 2012 at 08:17 PM

There is not a lot in your script but try this way in case:

 var gg:MOVEMENT;
 function Start () {
     gg = gameObject.GetComponent(MOVEMENT);
 } 
 
 function OnTriggerEnter(coll:Collider) {
     if(coll.CompareTag("wind")){ 
         gg.forward+=100;   
         Debug.Log("hey"); }
     else if(coll.CompareTag("wind2")) {
         gg.forward+=150;
         Debug.Log("hey2");   
 } }

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avatar image shaanbhaya · Jun 30, 2012 at 08:10 AM 1
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i will but what i don't understand is why it happens only with first collider..

avatar image shaanbhaya · Jun 30, 2012 at 08:10 AM 0
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i will but what i don't understand is why it happens only with first collider..

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Answer by MryRivera · Jun 13, 2014 at 10:42 AM

I just recently had the same problem. Spent all day trying to figure out what was causing it and I think I just found it. It might be too late for you but maybe someone else can benefit from the answer. So the cause was:

Debug.Log

I just removed it and the lag was gone.

Edit:

I also found out the same problem happens when using:

.ToString();

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