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 conka2000 · Jan 19, 2016 at 08:18 AM · collisiondestroy2d-platformercollision2ddestroygameobject

Check not colliding when object has been destroyed,Check if object no longer colliding if it's been deleted

I've been trying to make a button which when a shot prefab boulder (E_shoot) rolls onto it, opens a mechanism. However, I can't get the mechanism to close while the button no longer has the boulder on it as the onTriggerExit2d function does not work as the boulder becomes deleted while on the button, technically not leaving the collision but just not existing anymore. Anyone got any ideas how to make it work?

This is the code I'm trying at the moment but it results with the mechanism constantly playing one of the animations.

 public class Button : MonoBehaviour {
 
     public GameObject Mechanism;
     bool mech_on = false;
     bool colliding = true;
 
     void OnTriggerStay2D(Collider2D other)
     {
        if (other.gameObject.tag == "E_shoot" && !mech_on)
         {
             mech_on = true;
             Mechanism.GetComponent<Animation>().Play("Move");
             colliding = true;
         } 
     }
 
 
     void Update()
     {
         if (!colliding && mech_on)
         {
             Mechanism.GetComponent<Animation>().Play("Moveback");
             mech_on = false;
         }
         colliding = false;
     }
 }
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

0 Replies

· Add your reply
  • Sort: 

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Stop an OnTriggerEnter event from happening if you quickly leave the trigger.,Is there a way to cancel an OntriggerEnter function if you leave the trigger quick enough? 2 Answers

How to assign a color to a game object & destroy it when it collides with another game object of same Color 1 Answer

OnCollisionEnter is not working for me!! 1 Answer

How to destroy game object after a delay 1 Answer

How to change collision for just part of an object? (similar to sprite mask) 0 Answers


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