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Question by Artik2442 · Aug 20, 2021 at 01:56 PM · rigidbodycollidertriggerdestroy

col.gameObject.layer is not working

As you can see in this script, I try to destroy the rigibody2D of a gameObject with a BoxCollider that is set to Trigger when the triggered collider collides with a gameObject with a specific layer. But it seems that it is not working...

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Photon.Pun;
 
 public class ChestScript : MonoBehaviour
 {
     [SerializeField] Rigidbody2D rb;
 
     public LayerMask groundLayer, PlayerLayer;
 
     void OnTriggerEnter2D(Collider2D col)
     {
         if(col.gameObject.layer == groundLayer)
         {
             Destroy(rb);
         }
         else if(col.gameObject.layer == PlayerLayer)
         {
             ChangeWeapon();
         }
     }
 
     void ChangeWeapon()
     {
         //Changing weapon
 
         Destroy(gameObject);
     }
 }

I tried with TriggerStay2D too... When I debugged the script, it seems that the Trigger function is working but what's not working is in the if (and else if) statement.

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avatar image Artik2442 · Aug 20, 2021 at 02:05 PM 0
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It seems that it is working if I use ints to specify the layer and not the LayerMask Variable

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Answer by qsp18 · Aug 20, 2021 at 05:56 PM

Layer is a number and Layermask is .... like a number, but it contains multiple boolean informations that u can read out with bitshift. If u dont want to go too deep into the subject, just test col.gameObject.layer == 3 (if ur layer has number 3)

U can see the layernumber when clicking on layer in the inspector. -> change in line 10 the "LayerMask" to an integer

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