Ignore certian overlapping Colliders OR Specify collision object for Destroy
I am extremely new to coding in any language, this is for C#. Thanks for the help.
I'm trying to place a GameObject(item) (that is initially subject to Rb Physics) into a position with (OnTriggerEnter) and it snaps to a new Transform, at that point the collider and Rb are destroyed with "Destroy(col.GetComponent());" so that it stays put. This part all works as I want it to.
However, the GameObject(mover) that moves them into position has its collider destroyed too, I'm assuming because it's in the vicinity of the original OnTriggerEnter. Now the mover isn't able to interact with the next item.
The items are all tagged for the OnTriggerEnter only, the mover does NOT share this tag. I have tried separating physics layers, doesn't work.
I'm 99% sure it's when the 'tagged' item is destroyed the movers collider is intersecting and thus also part of the collision so ultimately the Destroy happens to it as well.
Is there a way in "Destroy(col.GetComponent());" to specify the col to only the item and not the mover or something completely different?
There are 100's of items so individual tags isn't feasible, also I don't think it would make a difference.
The mover has to be in the vicinity, so there will be the overlapping/multiple colliders.
Thanks for looking.