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Question by BOWSERMOUTH · Oct 17, 2019 at 07:15 AM · 3d

issues Increasing Spherecollider’s radius over time.deltatime

Help! I feel like I’ve tried everything. The idea here is a simple sonar system for a submarine. I have a particle ring and sphere collider expanding outwards at a fixed rate, and when the collider touches a diver, it’s supposed to return the distance between the submarine and the diver. The problem is this is an intermittent problem. It sometimes works once per play, and never twice. If I manually adjust the radius of the collider by hand, ontriggerenter always works. Any ideas?

 ```using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Radar : MonoBehaviour {
 
     private ParticleSystem ps;
     public GameObject submarine;
     private SphereCollider radarcollider;
     private float growfactor = 6f;
     public bool radarcooldowntoggle;
     private Transform diverdistance;
     // Use this for initialization
     void Start ()
     {
         radarcollider = GetComponent<SphereCollider>();
         ps = GetComponent<ParticleSystem>();
         submarine = GameObject.Find("Submarine");
     }
     public void OnTriggerEnter(Collider collider)
     {
         if (collider.gameObject.tag == "Diver")
         {
             print("ive hit the diver");
             float dist = Vector3.Distance(submarine.transform.position, collider.transform.position);
             print(dist);
         }
     }
     public void radaron()
     {
         if (radarcooldowntoggle == true)
         {
             ps.enableEmission = true;
             ParticleSystem.ShapeModule shape = ps.shape;
             radarcollider.radius = radarcollider.radius + Time.deltaTime * growfactor;
             shape.radius = shape.radius + Time.deltaTime * growfactor;
             gameObject.transform.parent = null;
             if (shape.radius > 30)
             {
                 radarcollider.radius = 0f;
                 resetradar();
                 shape.radius = 1f;
                 ps.enableEmission = false;
                 radarcooldowntoggle = false;
             }
         }
     }
     public void resetradar()
     {
         gameObject.transform.parent = submarine.transform;
         gameObject.transform.position = submarine.transform.position;
     }
 
     // Update is called once per frame
     void Update () {
         if (Input.GetKeyDown(KeyCode.Space) && radarcooldowntoggle == false)
             {
             radarcooldowntoggle = true;
             }
         radaron();
     }
 }
 ```



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