Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Bibrosko · Nov 28, 2017 at 11:19 PM · animationcollidertriggerstimeline

Timeline: play different animations by hitting different triggers with different colliders

Hi guys, I`m using this script to play a timeline when the game object "PILLAR" is hit by the bullet "BulletPIN+" and it`s working fine (with one timeline only). I need now to play a different animation if the PILLAR is hit by a second type of bullet "BulletPIN-" which represents basically the inverse animation of the game object. I tried different solution tutorials but I only found a Timeline Controller managing a trigger based on buttons. What I need is to activate a second animations on a collider hit.

Any idea? Thanks.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Playables;
 
 public class TimelineStarterPin : MonoBehaviour
 {
 
     public GameObject Timeline;
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.tag == "BulletPIN+")
         {
             PlayableDirector pd = Timeline.GetComponent<PlayableDirector>();
             if (pd != null)
             {
                 pd.Play();
             }
         }
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by text23d · Nov 30, 2017 at 08:04 PM

if (other.tag == "BulletPIN-") { gameobject.GetComponent.Play("second animation"); } //add second animation to anim controller

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Bibrosko · Dec 01, 2017 at 04:01 PM

thanks i'll try it out. Meanwhile i'm trying to solve the problem using physics, which might be a better solution for me (not sure).

  • i created a empty game object as a Controller and attached my gameobject as child

  • on the controller i added a configurable joint freezing the Y, Z motions and X, Y angular motions

  • i added a script to add force and torque on the controller

but i have unexpected behaviors:

  • the Controller (and the gameobject) seem to not receive the force and the torque i added (maybe i made some mistakes in the code)

  • the Controller receives the impact force of my bullet colliders/rigidbody (BulletPIN+, BulletPIN- etc..) so they're moving accordingly to the impact they receive, eventually ignoring the forces i want to add with the script.

  • sometimes, when the object is hit at the bottom by the bullet is jumping up (ignoring the configurable joint constraints).

what i'm trying to achieve is:

  • my gameobject starts in a idle position (all translations and rotation blocked

  • when hit by BulletPIN+ it should receive a force forward and a torque (ignoring the bullet force)

  • when hit by BulletPIN- it should receive the same force and torque but in the opposite direction.

here's the script:

 using UnityEngine;
 using System.Collections;
 
 public class AddForce : MonoBehaviour
 {
 
     public float ForceForward;
     public float ForceBackward;
     public float forceNegative;
     public float TorquePositive;
     public float TorqueNegative;
 
 
     void OnCollisionEnter(Collision col)
     {
         Debug.Log("Collision!");
         if (col.gameObject.name == "BulletROLLER+")
         {
             col.gameObject.GetComponent<Rigidbody>().AddForce(ForceForward, 0, 0);
             float turn = Input.GetAxis("Horizontal");
             col.gameObject.GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up * TorquePositive * turn);
 
         }
         if (col.gameObject.name == "BulletROLLER-")
         {
             col.gameObject.GetComponent<Rigidbody>().AddForce(ForceBackward, 0, 0);
             float turn = Input.GetAxis("Horizontal");
             col.gameObject.GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up * TorqueNegative * turn);
         }
     }
 }

alt text

i'm sorry for the long question, i hope you can help me. alternatively i'd repost the question in a new topic to make it more clear.

Thanks.


1-copy.jpg (250.6 kB)
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

198 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Make mesh collider constantly change 1 Answer

Why isn't Cinemachine switching between cameras? 0 Answers

Changing collider in a sprite manager 2 animation 0 Answers

Can you do an OnTriggerEvent or anything related for instantiated spheres with colliders 0 Answers

How to trigger animation on a different object? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges