Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Dreave · Oct 12, 2011 at 08:28 PM · collisiondestroy

Destroy On Collision

simple question, how would I go about writing a script that would destroy a gameobject (enemy) when a bullet prefab collides with it?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

4 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by TheFrankman123 · Oct 12, 2011 at 09:23 PM

Along the lines of

 function OnCollisionEnter(myCol: Collision){
     
     if(myCol.gameObject.name == "enemy"){
         Destroy(myCol.gameObject);
 }

Alternitively you can make it check if it's collided with an item with a tag of enemy.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image qwertyk31 · Aug 11, 2013 at 08:31 AM 0
Share

You are missing a "}"

avatar image
0

Answer by chemicalvamp · Oct 13, 2011 at 10:33 AM

     using System.Collections.Generic;

     List<Collider> colliders = new List<Collider>();
 
     void OnCollisionEnter(Collision collision)
     {
         if (collision.collider.gameObject.tag = "Enemy")
         {
             colliders.Add(collision.collider); // saves the enemy for later respawn
             collision.collider.gameObject.active = false; // deactivate instead of destroy so you could later reactivate (respawn) him
         }
     }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by roamcel · Oct 13, 2011 at 10:14 AM

Depending on the complexity of your needs you can opt for collision and trigger. For example if you intend to fully model a physical projectile, then you are usually better off with Collision, rigidbodies etc., but in those cases you need to fine-tune the physics min collision for penalty parameter, otherwise very fast objects like projectiles will seem to 'miss' the things they contact with. The trigger approach is far easier to implement, but sacrifices realism for ease of implementation.

Be sure to check the guide for rigidbodies and colliders to fully understand the benefits of OnTriggerEnter and OnCollisionEnter

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by umangindianic · Jul 02, 2013 at 09:28 AM

 void OnCollisionEnter(Collision collision){
    if(collision.gameObject.name == "enemy"){
        Destroy(this.gameObject);
    }
 }

You can use collision.gameObject.tag instead of use of name.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image zorkybelle · Jan 18, 2016 at 02:14 AM 0
Share

Its not working :( void OnCollisionEnter(Collision collision){ if(collision.gameObject.name == "enemy"){ Destroy(this.gameObject); } } It says that "a namespace can only contain types and namespace Decleraions

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

8 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Enemy's wont die if spawned 1 Answer

Make object A parent of object b 1 Answer

OnCollisionEnter doesnt seem to work, i want to make objects dissappear when i come in contact with them? 2 Answers

Object destroys on collision script 2 Answers

Waypoints using a Switch... 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges