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Question by thestrandedmoose · Jan 14, 2018 at 01:52 AM · buttonswitchpanelground

Weighing down a heavy switch

I'm looking to make a Switch/Panel on the ground that can only be weighed down by the player under certain conditions. Does anyone have any recommendations on how to do this?

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Answer by KittenSnipes · Jan 14, 2018 at 02:31 AM

@thestrandedmoose

You can make a script that holds how much weight an object is and then make a function that if an object is colliding with the switch or panel and is the correct weight then activate a bool that says the switch is activated.

Here is an example switch script:

     public float weightTilSwitch = 50;
     public static bool switchAcitvated;
 
     void Start()
     {
         switchAcitvated = false;
     }
 
     void OnCollisionEnter(Collision other)
     {
         if (other.collider.GetComponent<Weight>().getObjectWeight() >= weightTilSwitch)
         {
             switchAcitvated = !switchAcitvated;
             if (switchAcitvated == true) {
                 Debug.Log("Switch Has Been Activated!");
             }
 
             else
             {
                 Debug.Log("Switch is inactive!");
             }
         }

         if (other.collider.GetComponent<Weight>().getObjectWeight() < weightTilSwitch)
         {
             Debug.Log("This Object Does Not Weight Enough!");
         }
     }

And an example weight script:

     public float weight;
 
     public float getObjectWeight()
     {
         return weight;
     }
 
     public void setObjectWeight(float newWeight)
     {
         weight = newWeight;
     }



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Answer by thestrandedmoose · Jan 15, 2018 at 07:20 PM

Thanks!! I ended up adapting your idea by putting a trigger above my switch geometry like so

 public float switchActivationweight = 50;
     void OnTriggerStay (Collider other)
         {
             if (other.GetComponent<Rigidbody> ().mass > switchActivationWeight) {
                 switchActive = true;
     } else {
     switchActive = false;}
     
     void OnTriggerExit ()
         {
             switchActive = false;
         }

This way I can use the actual Mass of the Rigidbodies in my scene. So if I have a rigidbody change mass for any reason, it will accurately reflect on weighing down the switch.

Now I just need to figure out how to get my switch to animate or at least move up and down when someone stands on it.

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