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Question by Pariah Silver · Mar 13, 2013 at 03:28 AM · parentchildoncollisionenter

Any help getting my trigger to fire?

I'm attempting to make a platformer. I've got some basic movement down, but I'd rather not have the "yes the player can jump" variable switched over when the player's head bumps into an overhead object (air-jumping isn't a feature I want). So, I created a small object beneath the player, and the jumpable trigger is supposed to fire when it hits a platform. Unfortunately, it isn't firing properly. What am I missing?

This code is in the Player object (which is parent of the Player Feet object) PlayerMovement.js

 var BoxJump  : float;
 var BoxSpeed : float;
 
 static var CanJump : int=1;
 
 function Update(){
     if(Input.GetKey("a") || Input.GetKey("left")) transform.Translate(Vector3(-BoxSpeed, 0, 0) * Time.deltaTime);
     if(Input.GetKey("d") || Input.GetKey("right")) transform.Translate(Vector3(BoxSpeed, 0, 0) * Time.deltaTime);
     if(Input.GetKeyDown("space") && CanJump == 1){
         rigidbody.AddForce(Vector3(0, BoxJump, 0));
         CanJump = 0;
     };
 }

This code is in the Player Feet object (which is a child of the Player object) PlayerJumping.js

 function OnCollisionEnter(CollidedObject : Collision){
     if(CollidedObject.gameObject.tag == "Jumpable"){
         PlayerMovement.CanJump = 1;
         Debug.Log("Hello?");
     }
 }

If the object Player Feet has no rigidbody, then it doesn't seem to function at all. If I give it a rigidbody, then the script works, but suddenly the Player Feet doesn't seem to function as a child to the Player object anymore; when they collide they go flying away from each other.

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