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Question by Crocus · Aug 22, 2014 at 09:25 PM · collisionboxcolliderdeath

How can I make my character "die"?

I'm trying to get my character to appear as if it was dead. I'm currently following a tutorial and the caracter ar supposed to stop when "dead is true".

This is my code:

 using UnityEngine;
 using System.Collections;

 public class PlayerMove : MonoBehaviour {
     
     Vector3 velocity = Vector3.zero;
     public Vector3 gravity;
     public Vector3 FlyVelocity;
     public float maxSpeed = 5f;
     public float forwardSpeed = 1f; 
     
     bool didFly = false;
     bool dead = false;
     Animator animator;
 
     // Use this for initialization
     void Start () {
         animator = GetComponentInChildren<Animator>();
     }
     
     // Do Graphic & Input updates here
     void Update(){
         if (dead)
             return;
 
         if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0) ) {
             didFly = true;
             animator.SetTrigger ("DoFly");
         }
     }
 
     void OnCollisionEnter2D(Collision2D collision) {
         animator.SetTrigger ("Death");
         dead = true;
     }
     
     // Do physics engine updates here
     void FixedUpdate () {
         velocity += gravity * Time.deltaTime;
         velocity.x = forwardSpeed;
 
         if(didFly == true) {
             didFly = false;
             velocity += FlyVelocity;
         }
         
         velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
         
         transform.position += velocity * Time.deltaTime;
     }
 }

 


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avatar image cdrandin · Aug 22, 2014 at 11:51 PM 0
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Well, it depends on what you want to happen when said character is "dead" One way is. Set state to dead. Then play death animation and stop controls to player.

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Answer by Petrol · Aug 23, 2014 at 12:01 AM

Hello,

To solve your problem, you should test your "dead" boolean in FixedUpdate() like you did in Update() :

     //Add this at the beggining of FixedUpdate()
     if (dead)
                 return;

FixedUpdate is where you are moving your player so returning the function when dead is true will prevent your script from moving it.

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