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Question by zinnfandel · Jul 04, 2011 at 11:13 PM · collisiononcollisionenterdisable

DisablingOnCollisionEnter function

Hello,

I have a very strange problem. I have a script to manage all the collisions of the character, so its only function is OnCollisionEnter. It works fine but when I'm trying to disable it, using

 Player2.GetComponent(Collisions2).enabled = false;
 Player1.GetComponent(Player_Sidescroll).enabled = false;

It appears as if it disables (the checkbox in the inspector unchecks itself). but it still works! The other script disabled works fine... Weirder still, even if I disable the code in the inspector it still works. Only if I delete it, then it stops working. Again, the only function on the collision code is

 function OnCollisionEnter(hit : Collision)
 {
     if(hit.gameObject.tag == "fireball")
     {
         
         Destroy(hit.gameObject);
         //Generate Explosion
         var explosion = Instantiate(ExplosionPrefab,transform.position, transform.rotation);
         Health2.damage += 103; // do damage
         playerSprite.DoAnim("Hurt"); // animate 
     }

}

I have no idea why it does this. Any ideas?

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Answer by SilverTabby · Jul 04, 2011 at 11:32 PM

Add a new variable

 var isCollisionFunctionEnabled : boolean = true;

then, at the start of OnCollisionEnter function, add this:

 if(!isCollisionFunctionEnabled)
     return;

This will make it so that the function will no longer perform it's calculations once the variable is set to false. However, it will not prevent the function from being called.

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avatar image zinnfandel · Jul 04, 2011 at 11:54 PM 0
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Thanks this is a working solution. However I still think that's weird. A bug?

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Answer by Molix · Jul 05, 2011 at 02:45 AM

The boolean in the function can work if you need the component or other components to continue working for something else, otherwise you can deactivate the GameObject, and that should get rid of the collisions,

i.e. gameObject.active = false;

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