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Question by PythonDK · Jun 13, 2013 at 05:27 PM · collidertriggerparentchildrenenable

Don't react to colliders in children.

I have a character in a 2D game that I need to change to collision in.

In character (collider):

     function OnTriggerEnter (triggerName : Collider) {
         if(triggerName.gameObject.tag == "grid") { onGrid = triggerName.gameObject; } //the onGrid variable, in turn, makes it possible to climb said grid...
         if(triggerName.gameObject.tag == "monster") { Hurt(); }
     }

     function Attack() { 
         texturizer.Slice();
         sword.collider.enabled = true;
         yield WaitForSeconds(1);
         sword.collider.enabled = false;
      }
 
 on the monsters:
     function OnTriggerEnter (triggerName : Collider) { 
         if(triggerName.gameObject.tag == "Sword") { Die(); }
      }

this is of course just a sample code to give you an idea of what I'm doing. The problem here is, that since the Sword is a child of the character (for animation purposes), the player is actually able to jump for a grid that he can't quite reach, and then attack, to reach it with his sword. I need to somehow differentiate those two colliders (triggers).

I thought it was all so simple, but just found out that Unity just passes the collisions on to the parent objects. Any way to make it NOT do that?

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