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Question by mnmwert · May 11, 2016 at 05:03 PM · scripting problemdestroyenemyshot

My enemy is destroyed instantly! unity 5.2 C# 2d

Hi,

I have a player who has a gun and shoots. i also have and enemy. the problem is is that when my enemy spawns he instantly is destroyed. I only want him to be destroyed on collision with player/bullet.

Here are my codes for:

Player:

 using UnityEngine;
 using System.Collections;
 
 [System.Serializable]
 
 
 public class mover : MonoBehaviour
 // Use this for initialization
 {
     public float moveSpeed;
     public float noSpeed;
     public float jumpHeight;
     public float jumpSpeed;
     bool grounded;
     public float health;
     private Rigidbody rigid;
     public Transform player;
 
     void Start()
     {
         rigid = GetComponent<Rigidbody>();
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         if (Input.GetKey(KeyCode.RightArrow))
         {
             GetComponent<Rigidbody>().velocity = new Vector2(+moveSpeed, GetComponent<Rigidbody>().velocity.y);
             var direction = 1;
             transform.localScale = new Vector3(direction, 1, 1);
         }
         if (Input.GetKey(KeyCode.LeftArrow))
         {
             GetComponent<Rigidbody>().velocity = new Vector2(-moveSpeed, GetComponent<Rigidbody>().velocity.y);
             var direction = -1;
             transform.localScale = new Vector3(direction, 1, 1);
         }
 
         if (Input.GetKeyUp(KeyCode.LeftArrow))
         {
             GetComponent<Rigidbody>().velocity = new Vector2(noSpeed, GetComponent<Rigidbody>().velocity.y);
         }
         if (Input.GetKeyUp(KeyCode.RightArrow))
         {
             GetComponent<Rigidbody>().velocity = new Vector2(+noSpeed, GetComponent<Rigidbody>().velocity.y);
         }
 
         if (Input.GetKey(KeyCode.UpArrow) && grounded == true)
         {
             GetComponent<Rigidbody>().velocity = new Vector2(jumpSpeed, jumpHeight);
             grounded = false;
         }
 
         if (rigid.velocity.y == 0)
         {
             grounded = true;
         }
      }
      private void OnCollisionEnter(Collision collision)
     {
         if(collision.gameObject.tag == "Enemy")
         {
             Destroy(collision.gameObject);
             health -= 1;
         }
         if(health == 0)
         {
             Destroy(gameObject);
         }   
     }
 }

enemy:

 using UnityEngine;
 using System.Collections;
 
 public class groundEnemyBehavior : MonoBehaviour {
 
     public float moveSpeed;
     private float move = 1;
     public float nextFire;
     public float fireSpeed;
     public Transform BulletSpawn;
     public float fireRate;
     public GameObject shot;
     private GameObject cloneShot;
      
     void Start ()
     {
      
     }
     
     
 
     void FixedUpdate ()
     {
         if (move == 1)
         {
             GetComponent<Rigidbody>().velocity = new Vector2(-moveSpeed, GetComponent<Rigidbody>().velocity.y);
         }
         if (Time.time > nextFire)
         {
             nextFire = Time.time + fireRate; 
             cloneShot = (GameObject)Instantiate(shot, BulletSpawn.position, BulletSpawn.rotation);
             cloneShot.GetComponent<Rigidbody>().velocity = new Vector3(-fireSpeed, 0);
          }
        
     }
 }

and Shot Destroy:

 using UnityEngine;
 using System.Collections;
 
 public class DestroyShot : MonoBehaviour
 {
     private void OnCollisionEnter(Collision collision)
     {
        if (collision.gameObject.tag == "Enemy")
         {
             Destroy(collision.gameObject);
             Destroy(gameObject);
         }
        if (collision.gameObject.tag == "Boundary")
         {
             Destroy(gameObject);
         }
     }
 }

i am not sure what i have done wrong? I believe it to be a coding error though. My only other problem is to get my shot to destroy when it hits the taged objects marked "boundary".

Thank you to all who help!

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Answer by meat5000 · May 11, 2016 at 05:11 PM

Enemy has no Destroyer so, where is DestroyShot placed? Mover script has the capability to Insta-destroy an Enemy on collision.

Use Debug.Log("SOME INFO"); to find out whats going on.

More importantly, you say you are using 2D but you are actually using 3D everything.

http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnCollisionEnter2D.html

http://docs.unity3d.com/ScriptReference/Rigidbody2D.html

etc etc

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