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Question by Carson365 · Nov 28, 2017 at 02:44 AM · c#gameobjectdestroy objectontriggerenter2d

How to call OnTriggerEnter2D

Hello! So I am needing to call OnTriggerEnter2D once you press a key. Pretty much I'm making where if a sword is inside an enemy, you then need to press L to destroy it. This is my code so far:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class SwordController : MonoBehaviour {

 void OnTriggerEnter2D (Collider2D other) {
         Destroy (other.gameObject);
 }

}

Please help, thanks!

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Answer by Darkforge317 · Nov 28, 2017 at 06:40 AM

What you're doing is using OnTriggerEnter2D.

This is incorrect. OnTriggerEnter2D only runs when an object enters the trigger.

Therefore you need to press L on the exact same frame that the enemy enters your trigger... Unrealistic for a human's reaction time.

Try this instead

 private void OnTriggerStay2D(Collider2D collision)
 {
    if(Input.GetKeyDown(KeyCode.L))
    {
        Destroy(collision.gameObject);
    }
 }

The difference between these two is that OnTriggerStay2D will be called every frame that your enemy is inside the trigger, instead of just being called on the first frame.

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Answer by Mehul-Rughani · Nov 28, 2017 at 04:44 AM

Hope you are looking for this

     void OnTriggerStay2D(Collider2D other){
      if(Input.GetKeyDown(KeyCode.L)){
         Destroy(other.gameObject)
     }
   }



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Answer by Carson365 · Nov 28, 2017 at 02:59 AM

Hmmm. I also tried that before and it didn't work. Without the "if" statement, it works fine. I'm not sure why it isn't working still....

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Answer by sethuraj · Nov 28, 2017 at 05:02 AM

Hi, Try like this.

     //Boolean to check if sword is inside or not
     bool m_IsSwordInside = false;
 
     //Update is called once per frame
     void Update()
     {
         if(Input.GetKeyUp(KeyCode.L) && m_IsSwordInside)
         {
             Destroy(other.gameObject);
         }
     }
 
 
     void OnTriggerEnter2D(Collider2D other)
     {
         //State sword is inside
         m_IsSwordInside = true;
     }
 
 
     void OnTriggerExit2D(Collider2D other)
     {
         //State sword is no longer inside
         m_IsSwordInside = false;
     }

Hope it helps!

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