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Question by Yogurt_ · Oct 20, 2017 at 11:29 PM · triggerdestroy object

Why Isn't My Break Glass Script Working?

In my game im trying to make it so when the player is on the trigger it will check if they pressed E and if they do it will destroy the glass heres my script

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

public class GlassBreak : MonoBehaviour {

 void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         OnMouseDown();
     }
 }

 void OnMouseDown()
 {
     if (Input.GetKeyDown(KeyCode.E))
     {
         Destroy(gameObject);
     }
         
 }

}

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avatar image Hatsuko · Oct 23, 2017 at 06:35 PM 0
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Quick reply. I haven't use OnTriggerEnter2D() before, but I think the idea is the same as OnTriggerEnter()? If so then it is only triggered at the first frame the player enter a Collider Trigger. So your On$$anonymous$$ouseDown() will only be called at that frame, which makes it nearly impossible for Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.E) to be true.

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Answer by Cuttlas-U · Oct 23, 2017 at 06:44 PM

hi;

i think its better to create a bool variable and check with that ; so this way u make a bool to true each time u enter the trigger and make it false again when u exit; then in OnMouseDown function when u click on the object u check that variable to see if its true or not;

 public bool BreakGlass = false;
 void OnTriggerEnter2D(Collider2D collision)
      {
          if (collision.gameObject.tag == "Player")
          {
             BreakGlass  = true;
          }
      }
 
 void OnTriggerExit2D(Collider2D collision)
      {
          if (collision.gameObject.tag == "Player")
          {
             BreakGlass  = false;
          }
      }
      void OnMouseDown()
      {
          if (Input.GetKeyDown(KeyCode.E))
          {
         if ( BreakGlass == true)
 {
 Destroy(gameObject);
 }
          }
              
      }
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