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 Gekigengar · Apr 11, 2014 at 01:50 PM · collisiontriggervariableparentchild

Getting a Trigger's parent

I have few planet spheres, with a big trigger called the Atmosphere as its child in each of them.

Players can hover around the space for unaffected by the planet's gravity unless they enter a "targetPlanet".

I wanted players that enters the Atmosphere trigger to consider the parent planet as their "targetPlanet".

I tried doing this, but the "targetPlanet" variable did not change at all, even though there is no errors.

    function OnTriggerEnter (other : Collider) {
         if (other.tag == "Player") {
             motionCon = other.GetComponent("Planetary_Jumper");
             motionCon.targetPlanet = transform.parent;
         }
     }

Helps?

Comment
Add comment · Show 3
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 nicolasjr · Apr 11, 2014 at 01:51 PM 0
Share

other.transform.parent;

avatar image Gekigengar · Apr 11, 2014 at 02:06 PM 0
Share

^ That will refer me to the player's parent.

Wanted the "Trigger"'s Parent

avatar image Randomman159 · Apr 11, 2014 at 02:22 PM 0
Share

Debug time! Throw in a Debug.Log statement within the if statement there, that tells you what transform.parent is, as well as what motionCon.targetPlanet is (before and after it is changed).

You should find these are the same, chances are your problem is that transform.parent is null, or transform.parent is the same as targetPlanet before it is even changed.

1 Reply

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

Answer by CodeElemental · Apr 11, 2014 at 02:27 PM

Considering this hierarchy :

PlayerObject [TransformObject]

  • Collider (Script)

  • Planetary_Jumper (Script)

PlanetObject [TransformPlanet]

  • Collider (Script)

  • Script with OnTriggerEnter

When they collide, You can set the PlanetaryJumper target property with the following script in [Script with OnTriggerEnter] :

 function OnTriggerEnter (other : Collider) {
         if (other.tag == "Player") {
            motionCon = other.gameObject.GetComponent("Planetary_Jumper");
            motionCon.targetPlanet = transform;
         }
     }
Comment
Add comment · Show 2 · 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 CodeElemental · Apr 11, 2014 at 02:29 PM 0
Share

It is possible that i made some syntax errors since i come from C# background.

avatar image Gekigengar · Apr 11, 2014 at 02:38 PM 1
Share

To be honest, I made a huge mistake in the hierarchy (after you told me to check the hierarchy) (Turns out it is placed in the deeper child object), and my script works fine afterall!, so your answer is legit, and this works too, I appreciate it!

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

23 People are following this question.

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

Related Questions

Make a simple tree 1 Answer

Player object still gets destroyed even when shields up 1 Answer

Parent Script accessing Child components 1 Answer

Extracting child trigger from compound collision 0 Answers

Instantiated GameObject collision without script repetition? 1 Answer


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