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 Tytywii · Dec 01, 2014 at 11:38 AM · 2dcollidertriggerscreenmove

Don't move unless in BoxCollider2D (C#)

I made a box collider that fits the screen, and follows the character. I don't want any enemies to move unless they are in the screen collider. I have them working fine if I start 'AI' in 'void Start', but they work in AND outside the screen. (I'm fairly new to C#)

 using UnityEngine;
 using System.Collections;
 
 public class EnemyAI_Aktamin : MonoBehaviour {
 
     protected Animator animator;
     public static int Move = Random.Range(1, 4);
 
     void Start()
     {
         animator = GetComponent<Animator>();
     }
 
     **void OnTriggerEnter2D(Collision2D Screen)
     {
         if (Screen.collider.tag == "Screen")
         {
             StartCoroutine(AI()); //If on screen, begin move process
         }
         else
         {
             StopCoroutine(AI()); //If off screen, pause
         }
     }**
 
     IEnumerator AI()
     {
         if (Move > 0  && Move <2) //Best I could think of for 3 if statements since bool is 2
         {
             animator.SetBool("Walking", true);
             StartCoroutine(Right()); //move right, works
         }
         if (Move > 1  && Move <3)
         {
             animator.SetBool("Walking", true);
             StartCoroutine(Left());
         }
         if (Move > 2  && Move <4)
         {                             //stand still
         }
         yield return new WaitForSeconds (1.0f);
         animator.SetBool("Walking", false);
         Move = Random.Range(1, 4); //randomize next direction to move
         StartCoroutine(AI());
         StopCoroutine(Right());
         StopCoroutine(Left());
     }
 
    etc. . . . 

The way this is written is because thats the way that best made sense to me, and the easiest I can personally think of. I made this one by myself, hairflip, but I'm sure there are many issues otherwise. xD

The screen collider is a trigger, and I've run out of ideas. If you have any tips at all for the whole script, please suggest those too. :) Thank you!

Comment
Add comment · Show 1
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 Tytywii · Dec 01, 2014 at 01:33 AM 0
Share

I tried to bold the code I need help with, but it just made double asterisks. :P

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by HarshadK · Dec 01, 2014 at 11:45 AM

You should pass Collider2D for argument to your OnTriggerEnter2D. Also you need to check if the character went out of the trigger to make him stop.

 void OnTriggerEnter2D(Collider2D Screen)
  {
      if (Screen.collider.tag == "Screen")
      {
          StartCoroutine(AI()); //If on screen, begin move process
      }
  }

 void OnTriggerExit2D(Collider2D Screen)
  {
      if (Screen.collider.tag == "Screen")
      {
          StopCoroutine(AI()); //If off screen, pause
      }
  }
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 Tytywii · Dec 01, 2014 at 10:41 PM 0
Share

The enemy is still not moving. I understand what you are saying, though. I've put him in a position in the screen, and off, and tried switching back and forth in-game. He still just idles at me and doesn't move. :/

avatar image Tytywii · Dec 02, 2014 at 02:51 AM 0
Share

I've figure it out now. :)

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

2 People are following this question.

avatar image avatar image

Related Questions

[Answered] Level Complete? 1 Answer

How to use Physics2D.IgnoreCollision2D in Unity 5 to cancel a trigger 0 Answers

Trigger only one collider? 1 Answer

Can't click gameobject when over another trigger? 1 Answer

Collision with renderer.enabled? 0 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