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Question by Timurov · Dec 12, 2012 at 11:58 AM · collisionarraylistvariableforeach

Is there a way to organize tracking of collisions?

The purpose of this question is I need to track of the collisions in every game objects in my scene. So I tried a collider's massages sent, but those functions are difficult to use in another functions, for example: I have a method OnCollisionEnter that called when a game object begun touching another game object, and I used if statement to state the collisions of stated game objects, but when I trying to use the results gained from statement execution in another method, I've got nothing just 0s..To figure it out, please take a look at the code snippets. Is there a way to fix it? Here is my code snipped for collision detection: public class collisDetect : MonoBehaviour {

     public static float collNotNull1;
     public static List<float> collNotNull = new List<float>();
 
      void OnCollisionExit(Collision collision)
     {
         foreach(GameObject g in xmlreaderUnityObject.unityGameObjectsToCDP){    
             if(collision.gameObject.name == g.name){
                 collNotNull1 = 1;
                 print (gameObject.name);
                     
             }
             
             else if(collision.gameObject.name != g.name){
                 collNotNull1 = 0;
         
             }
             
             print(collNotNull1);
             collNotNull.Add(collNotNull1);
         
         }
     }
 
 }

And I need to use the list of floats in this code snipped that cause a problem:

 public void Update()
     {
         config();
         myData.Clear();
         try{
                 
         foreach(GameObject g in xmlreaderUnityObject.unityGameObjectsToCDP)
         {
             
              x= g.transform.localPosition.x;
              y= g.transform.localPosition.y;
              z= g.transform.localPosition.z;
              alpha = g.transform.localEulerAngles.x;
              theta = g.transform.localEulerAngles.y;
              phi =  g.transform.localEulerAngles.z;
             float col = 3;
 
             myData.Add(x);                
             myData.Add(y);
             myData.Add(z);
             myData.Add(alpha);
             myData.Add(theta);
             myData.Add(phi);
             myData.Add(col);
             
         }    

Any help will be appreciated!

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