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Question by SuperCrow2 · Jul 17, 2018 at 08:52 PM · c#unity 2dlevelitemcollect

Enable an area after a condition is met

i am using Unity 2D and C sharp.

I been trying to make it so a teleporter is disabled by default until you collect a certain item, then it enables it so then when you go to it, it advances you to the next level, I am pretty sure im not even close to doing it right haha.

I know how to switch scenes.

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Answer by Vilhien · Jul 17, 2018 at 09:05 PM

Sounds like you'll need the following:

colliders on the object and warp area for collision detection.

You could tag check to make sure its the item or warp on collisions. But this isn't the only way to do so of course.

void oncollisionenter2D (collision2D other) {if (other.tag="Item") --- check if its the item, a tag would have to be setup for this on the item set to the tag. warp.setEnabled=true; -upon colliding with the item, (obtaining it persey (deactivate it destroy etc whatever you prefer)) enabled the warp; -no real bool needed its set upon collision. if(other.tag="warp") -no chance for collision because it won't appear until the item is collided with. do your scene transition here abouts.

Now if you want the warp to always be there, you could change the enabled part of the warp to check a bool instead. (itemfound==true) - or however you'd like to word it.

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avatar image SuperCrow2 · Jul 17, 2018 at 09:09 PM 0
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The "teleport" is more like you going to that area and the scene switches to the next level lol. I already got the item to destroy after colliding with it. I need the teleport area to start as disabled so going to it before collecting the item won't switch scene.

avatar image Vilhien SuperCrow2 · Jul 17, 2018 at 10:03 PM 0
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Hey there Crow,

Then start a bool as false on the warp that sets to true upon the destroy of the item collected?

avatar image Vilhien Vilhien · Jul 17, 2018 at 10:04 PM 0
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of course, then, once if true, warp.

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Answer by look001 · Jul 17, 2018 at 09:06 PM

You can enable and disable each level in one scene. For better performance you can also Instantiale the level in the scene or use muliple scenes foreach level. For the Item you probably want to use a sphere collider on the item gameobject as a trigger. With OnTriggerEnter you can Enable the portal with GameObject.SetActive. Good succeed it's all learning by doing!

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avatar image SuperCrow2 · Jul 17, 2018 at 09:10 PM 0
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I got the item to destroy itself after colliding with it. And the "teleport" thing is just an area where after you collect the item, it enables it to switch to the next scene when you go to the teleport area. I need the teleport area to start as disabled so going to it before collecting the item won't switch scene.

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