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Question by metalmutha11 · Apr 06, 2013 at 03:37 PM · triggerobjectjavaexitenter

When inside trigger, turn object on, when outside trigger, turn off

says it all really.

i am simply trying to make a java script to turn an object on when the player is inside a trigger cube area and then for the object to turn off on exit of the trigger area. How do i do this?

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Answer by LightSource · Apr 06, 2013 at 03:51 PM

Here is an example:

 var triggerOn : boolean = false;
 
 function OnTriggerEnter () {
 
 triggerOn = true;
 
 }
 
 function OnTriggerExit () {
 
 triggerOn = false;
 
 } 
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avatar image metalmutha11 · Apr 06, 2013 at 08:27 PM 0
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Awesome, that helps with recognising if the player is in or out of the trigger area. but what would i combine this with to to turn a seperate object on or off? say an object which is attached to my camera.

avatar image metalmutha11 · Apr 06, 2013 at 10:22 PM 0
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right, i tried this:

 var cube : GameObject;
  
 function OnTriggerEnter () {
  
 cube.GameObject.Active(true);
  
 }
  
 function OnTriggerExit () {
  
 cube.GameObject.Active(false);
  
 } 

But alas i get this error everytime i enter and exit the trigger its attached to.

NullReferenceException: Object reference not set to an instance of an object Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.String cache$$anonymous$$eyName, System.Type[] cache$$anonymous$$eyTypes, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.Object[] args, System.String cache$$anonymous$$eyName, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.Invoke (System.Object target, System.String name, System.Object[] args) UnityScript.Lang.UnityRuntimeServices.Invoke (System.Object target, System.String name, System.Object[] args, System.Type scriptBaseType) onoff.OnTriggerEnter () (at Assets/onoff.js:5)

its driving me insane!

avatar image LightSource · Apr 06, 2013 at 11:32 PM 0
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Your using .active wrong. Like this:

GameObject.active = false;

Example:

 var cube : GameObject;
 var triggerOn : boolean = true;
 
 function Update () {
 
 if (triggerOn == true) {
 
 cube.active = false;
 
 }
 }

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