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Question by Bentoon · Oct 09, 2018 at 05:25 PM · collidertriggervrsetactiveactive

Triggering objects to be Active

Hello All

Semantics are killing me

I'm colliding with an object to switch it ie. trigger it to not be active and another to be active

All objects w script have triggers checked / colliding Objects have colliders and rigidbody kinematic

It works But Only Once

     public GameObject target2Go;
     public GameObject target2Come;
 
 
     //Problem only works once
 
     void OnTriggerEnter(Collider other)
     {
 
         if (target2Go.active == false)
         {
             target2Go.SetActive(true);
             Debug.Log("go2");
             target2Come.SetActive(false);
             Debug.Log("come2");
         }
         if (target2Go.active == true)
         {
             target2Go.SetActive(false);
             Debug.Log("YO GO");
             target2Come.SetActive(true);
             Debug.Log("come");
         }
     }


switched to OnCollisionEnter also not working btw I am doing this in VR

 public class collEnter : MonoBehaviour {
 
     public GameObject target2Go;
     public GameObject target2Come;
 
 
     // Doest work except second set of debug.Logs trigger
 
     void OnCollisionEnter(Collision other)
     {
 
         if (target2Go.active == true)
         {
             target2Go.SetActive(false);
             Debug.Log ("go");
             target2Come.SetActive(true);
             Debug.Log ("come");
         }
         if (target2Go.active == false)
         {
             target2Go.SetActive(true);
             Debug.Log ("go2");
             target2Come.SetActive(false);
              Debug.Log ("come2");
         }
     }
 }
 
 

Thanks / ~be

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Answer by W01Fi3 · Oct 09, 2018 at 06:10 PM

A couple things, instead of using gameObject.active, try to use gameObject.activeSelf, as gameObject.active is obsolete.

Use OnTriggerEnter, OnCollisionEnter will work if IsTrigger == false

Also, try adding an else if statement, rather than two if statements.

 if (target2Go.activeSelf == false)
 {
     target2Go.SetActive(true);
     Debug.Log("go2");
     target2Come.SetActive(false);
     Debug.Log("come2");
 }
 else if (target2Go.activeSelf == true)
 {
     target2Go.SetActive(false);
     Debug.Log("YO GO");
     target2Come.SetActive(true);
     Debug.Log("come");
 }

Either that, or change it to something more compact, like what I have here:

 target2Go.SetActive(!target2Go.activeSelf);
 target2Come.SetActive(!target2Come.activeSelf);

This will work, as long as one of the objects is disabled at the start.

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Answer by Bentoon · Oct 09, 2018 at 08:49 PM

@W01Fi3

AWESOME !! Thank you for Both of those & the fast reply!!

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