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Question by lilsheep · Mar 06, 2014 at 09:57 PM · collisioncollision detectioncollision issues

Two different spheres attached to one object for collisions

I have this trigger. It is on an object.

Then I have another object. namely the knight object. It has two spheres attached to it, two collision spheres with different names. So the hierarchy is

knight

-sense (larger sphere)

-aggro (smaller collision sphere)

-armature

--armature stuff

-lamp

..etc

 function OnTriggerEnter (col : Collider) {
     print(col.name + " is the colname, to string its " + col.name.ToString() + " type is: " + typeof col.name );
     if (col.name.ToString() == "sense"){
         //Destroy(other.gameObject);
         print("aggro'd");
         animateKnight.aggro = true;
     
         //animateKnight.aggro = false;
     } if (col.name.ToString() == "aggro"){
         print("aggrosens'd");
         animateKnight.aggroSense = true;
     
         //animateKnight.aggroSense = false;
     
     }
     
     
 }

So what happens is when I run into the larger sphere it prints aggro'd and aggrosens'd

:/

Which is dumb because the sphere that prints aggro is smaller and I haven't touched that sphere yet. Before I had the larger sense sphere it bheaved normally.

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avatar image LMan · Mar 06, 2014 at 10:13 PM 0
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http://docs.unity3d.com/Documentation/Components/class-Rigidbody.html

is it possible you have unwittingly made a compound collider?

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