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Question by gimoj · Mar 28, 2014 at 03:41 PM · collisiontriggerlayer

Changing layers affect triggers?

I accidentally left my enemy on the default layer but then the triggers stopped working. When I change it back to default the triggers start working again, anyway to fix this?

Collider2D[] frontHits = Physics2D.OverlapPointAll (frontCheck.position, 1);

foreach (Collider2D c in frontHits)

{

if (c.tag == "Enemy") { // ... Flip the enemy and stop checking the other colliders.

animator.SetTrigger("swat");

walking = false;

// Once transition has begun, reset the bool

if (animatorGetNextAnimatorStateInfo(0).IsName ("swat"))

{ animator.SetBool ("swat", false);

}

}

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Answer by Owen-Reynolds · Mar 28, 2014 at 03:52 PM

Get rid of the "comma 1" -- OverlapPointAll(frontCheck.position)

OverlapPointAll normally checks against all colliders. If you give it a second input, that says to ignore some colliders, and only look for ones on those layers. But layers in code are tricky to use. Read about layerMasks first. For example, 1 means to only check layer ZERO (which happens to be defaultLayer.) 2 is layer 1, 4 is layer 2, 8 is layer 3. If you read, the proper input looks like`1<

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avatar image gimoj · Mar 28, 2014 at 04:24 PM 0
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It worked! I've been stuck at this for days. Thanks man!

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