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Question by Grober · Oct 06, 2018 at 06:35 PM · scripting problemcollisionontriggerenterdestroy object

Destroy by Contact (OnTriggerEntry) - destroying more then i want.

Hello, I'm trying to create my first simple game. I'm trying to create rocks that is destroyed in steps, i have create 2 models that fits each other and each one got own collision. That's how my stuff looks like:

  • prefab

  • rock1

  • debuglog

  • rock1-1

alt text

And here is my code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class destroybyContact : MonoBehaviour {
 
     public GameObject explosionVIS;
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.tag == "Boundary")
         {
             // Debug.Log("1. Boundary START, GameObject:" + gameObject.name + "Other:" + other.name + "KONIEC");
 
             return;
         }
 
         if (gameObject.tag == "Skala")
         {
             if (other.tag == "Skala")
 
             {
                 //Debug.Log("2. col skala-skala START GameObject" + gameObject.name + "Other: "+ other.name + "Koniec");
 
                 return;
             }
 
         }
         //else
         //{
             //Debug.Log("Start last else");
             if (other.tag == "Player")
             {
                 Debug.Log("3. GameOject: " + gameObject.name + " Other: " + other.name);
                 Instantiate(explosionVIS, other.transform.position, other.transform.rotation);
             }
             Debug.Log("4. gameObject: " + gameObject.name + " Other: " + other.name);
             Destroy(other.gameObject);
             Destroy(gameObject);
             Instantiate(explosionVIS, transform.position, transform.rotation);
 
         //}
     }
 }
 


for some reason games always detects collision first with smaller one (top) and then with bottom one even if bolt does not hit it.

3.png (488.8 kB)
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