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Question by martipello · Dec 13, 2015 at 02:54 PM · instantiatedestroyontriggerenterontriggerexitkill player

walk through an object once

i want an object that allows a player to walk through it just once, after the player exits the object it should change into a kill object, after researching it the way to accomplish this is to instantiate the new object before you destroy the old one, as my new object is a kill target it immediately kills me, tried to put my code in OnTriggerExit but no joy there must be a simple answer to this heres my script if it helps

  void OnTriggerEnter(Collider colliderHit)
 {
     
     if (colliderHit.CompareTag("collectable good"))
     {
         Instantiate(redSphere, transform.position, transform.rotation);
         blueballs++;
         Destroy(colliderHit.gameObject);
         
     }
     else if(colliderHit.CompareTag("collectable bad"))
     {
         Destroy(sonicDroid);
         blueballs = 0;
     }
  
 }
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avatar image martipello · Dec 11, 2015 at 11:56 PM 0
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okay i managed to fix this it was an issue with my collider position dragging the collider with the player so if i set a fixed position they stay there and the code works with no trouble here is what i changed it to

 public class ballState : $$anonymous$$onoBehaviour {
 
 public GameObject redSphere;
 public GameObject blueBall;
 public int blueballs = 0;
 public GameObject sonicDroid;
 private Vector3 ballposition;
 private Quaternion ballrotation;


 void OnTriggerEnter(Collider colliderHit)
 {
     if (colliderHit.CompareTag("collectable bad"))
     {

         Destroy(sonicDroid); //death scene
     }
 }
   
 void OnTriggerExit(Collider collider)
 {
     ballposition = collider.transform.position;
     ballrotation = collider.transform.rotation;

     if (collider.CompareTag("collectable good"))
     {

         Instantiate(redSphere, ballposition, ballrotation);
         Destroy(collider.gameObject);

     }else if(collider.CompareTag("collectable bad"))
         {

         Destroy(sonicDroid); //death scene
     }
 }
   

}

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