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Question by Mochie_ · Jan 01, 2019 at 12:34 AM · scripting problem

Collider.enabled not functioning correctly

Here's my code

     void TrySwing(){
         if (Input.GetMouseButtonDown(0) && Time.time > nextSwing){
             nextSwing = Time.time + swingTimer;
             playerAnims.SetBool("isSwinging", true);
             weapon.GetComponent<MeshCollider>().enabled = true;
             swingAudio.Play();
         }
         if (Input.GetMouseButtonUp(0) || nextSwing < Time.time){
             playerAnims.SetBool("isSwinging", false);
             weapon.GetComponent<MeshCollider>().enabled = false;
         }
     }

All I want it to do is enable the collider on mouse click down, then disable it on release, but at runtime the collider component immediately and permanently disables, with no console errors or warnings to speak of. The animation code above, and sound code below the Collider.enabled statement both execute correctly, so the if statement conditions are being satisfied. I don't understand why the collider won't enable.

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avatar image diamondpick · Jan 06, 2019 at 02:28 AM 0
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Try Get$$anonymous$$ouseButton() (holding mouse down) to enable, and Get$$anonymous$$ouseButtonUp() (release) to disable.

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