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Question by arvebrink · Oct 15, 2017 at 08:23 PM · scripting problemscripting beginnerscriptingbasicsscritping

How to disable raycast/groundchecker on OnTriggerEnter?

Hello, I would love some help with disabling my ground checker, I'm a super novice. I'm trying to remove the ground checker on my player character when it touches a trigger to let the player jump indefinitely (fly/flap).

EDIT: Or actually make the raycast really long on trigger? Like changing it to 100

Thank you!

Here is my very simple trigger script:

 public class StandardTrigger : MonoBehaviour {
 
     public UnityEvent HappensInOnTriggerEnter;
 
     private void OnTriggerEnter(Collider other)
     {
         HappensInOnTriggerEnter.Invoke();
 
         Debug.Log(other.name);
     }

And here's my jump-script:

     public class JumpScript : MonoBehaviour
     {
         public float JumpForce = 100f;
         public float GroundCheckRayLength = 1f;
         public int JumpCount = 1;
         public AudioSource JumpSource;
     
         private Rigidbody rb;
     
         void Start()
         {
             rb = GetComponent<Rigidbody>();
         }
     
         void Update()
         {
             if (Input.GetKeyDown(KeyCode.Space) == true) // när/om vi trycker på space
             {
                 if (Physics.Raycast(transform.position, Vector3.down, GroundCheckRayLength) == true || JumpCount > 0)// om vår raycast nuddar marken
                 {
                     JumpCount--;
                     rb.AddForce(Vector3.up * JumpForce); // om ovan är sant, hoppa uppåt
                     JumpSource.Play(); // om ovan är sant, spela ljudet
                 }
             }
             if (Physics.Raycast(transform.position, Vector3.down, GroundCheckRayLength) == true) // om vår raycast nuddar marken
             {
                 JumpCount = 1;
                 //rb.AddForce(Vector3.up * JumpForce); // om ovan är sant, hoppa uppåt
                 //JumpSource.Play(); // om ovan är sant, spela ljudet
             }
             Debug.DrawRay(transform.position, Vector3.down * GroundCheckRayLength, Color.red, 0.1f);
     }
 }
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