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Question by mr4355 · Feb 04, 2019 at 01:05 PM · triggerscoroutinesspherecollider

how to use Triggers inside coroutines?

Check the following code snippet:

 IEnumerator SpawnBomb()
     {
         while (level)
         {
             yield return new WaitForSeconds(bombSpawnWait);
             bombSpawnPosition.x = Random.Range(-45.0f, 45.0f);
             bombSpawnPosition.z = Random.Range(-45f, 45f);
             Vector3 obstacleSetPosition = new Vector3(bombSpawnPosition.x, 40f, bombSpawnPosition.z);
             Quaternion obstacleSetRotation = Quaternion.identity;
             GameObject bombNow = Instantiate(bomb, obstacleSetPosition, obstacleSetRotation);
             ***yield return new WaitForSeconds(bombStayTime);
             Destroy(bombNow, 0); // Destroying the bomb after 'bombStayTime' in seconds
             MySoundEngine.Instance.DestroySounds(3); // Bomb SFX from ext. method
         }
     }

The code works and all the variables are assigned.
Here, I also want to check overlapping objects (obstacle) within a sphere collider (that I added on the bomb prefab and marked the 'isTrigger' to true) and destroy that object as well.

Any thoughts??

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Answer by bpaynom · Feb 04, 2019 at 01:30 PM

OverlapSphere

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avatar image mr4355 · Feb 15, 2019 at 07:17 AM 0
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@ConcanoPayno Thank you for the method. I had to do some more research into the method but it did work for me.

avatar image bpaynom mr4355 · Feb 15, 2019 at 09:35 AM 0
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So you can accept the answer. Not just vote it up. I'm glad it worked for you.

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