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Question by robomarti · Oct 06, 2020 at 05:17 PM · camera2d2d game2d-platformer

2D box collider always detecting player,2D Box colliders detecting player when he is not there

So this code is supposed to disable the GameObject that is hiding another image underneath it when the player walks into its box collider (set to trigger). But when I start the game it doesn't show the GameObject even when I'm not colliding with it. My player has RigidBody2D and box collider 2D and some other scripts

,This is my code, I'm a beginner so that's probably the cause

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class SeeTroughWalls : MonoBehaviour { public GameObject currentshowable = null; public GameObject showable; bool seeTroughWalls = false;

 private void Start()
 {
     showable.SetActive(true);
 }

 private void Update()
 {
     if(currentshowable = showable)
     {
         showable.SetActive(false);
     }
     else if(currentshowable = null)
     {
         showable.SetActive(true);
     }
 }

 private void OnTriggerEnter2D(Collider2D other)
 {
     if(other.CompareTag("Player"))
     {
         currentshowable = showable;
     }
 }

 private void OnTriggerExit2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         currentshowable = null;
     }
 }

}

Basically I'm trying to disable a GameObject that is hiding another image behind it everytime a player walks inside the 2D box collider (set to trigger) that the GameObject has. My pkayer has "Player" tag, rigidbody2D and a box collider

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Answer by robomarti · Oct 08, 2020 at 08:03 PM

FOUND AN ANSWER!

I just had to edit the code a bit, here's the finished code for anyone in future needing this: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class SeeTroughWalls : MonoBehaviour { public GameObject currentshowable = null; public GameObject showable; bool seeTroughWalls = false;

 private void Start()
 {
     currentshowable = null;
     showable.GetComponentInChildren<SpriteRenderer>().enabled = true;
 }

 private void OnTriggerEnter2D(Collider2D other)
 {
     if(other.CompareTag("Player"))
     {
         showable.GetComponentInChildren<SpriteRenderer>().enabled = false;
     }
 }

 private void OnTriggerExit2D(Collider2D other)
 {
     if (other.CompareTag("Player"))
     {
         showable.GetComponentInChildren<SpriteRenderer>().enabled = true;
     }
 }

}

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