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Question by tdrinker · Apr 07, 2017 at 11:22 PM · collisiontriggercollidersspeeddebug

Speed/trigger only working once

I have a spaceship that contains a cube, when that cube is collided with by the hand (I have a leap motion hand tracker) it is supposed to add one "speed". The button and the hand both have box colliders set to trigger. I have a script on the cube that links to the script on the hand.

Hand Script:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class spacemove : MonoBehaviour {

 public int speed;
 public Rigidbody rb; 
 // Use this for initialization
 void Start () {
     rb.MovePosition(transform.position + transform.forward * speed);

 }
 
 // Update is called once per frame
 void Update () {
     rb.MovePosition(transform.position + transform.forward * speed);
 }
 public void newfunction (){
     speed = speed + 1;
     Debug.Log ("test");
     return;
 }

}

Cube Script:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class accel : MonoBehaviour {

 public spacemove other;
 public bool check;
 void Start () {
     check = false;
 }
 
 void Update () {
     check = false;
 }
 public void OnTriggerEnter(Collider box) {
     if (CompareTag ("flytrigger")) {
         check = true;
         if (check = true) {
             other.newfunction ();
             Debug.Log ("test on accel");
             check = false;
         }
     }
 }

}

This works fine for the most part the first time the hand collides with the cube. The second time nothing happens. I don't get the debug log showing that the trigger worked or that speed was changed (I made sure collapse was off so I could see) and the speed variable does not change. Some times seemingly randomly the first collision triggers it a random number of times but I think I fixed this with check = false at the end of my if(check = true) statement

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