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Question by UnityGTAKing · Jun 07, 2013 at 05:03 AM · colliderontriggerenteractiveontriggerexit

Problem using trigger to set gameobjects active

I know that this code should work and am wondering is it due to unitys update making gameObject.active = true; obsolite


 var HQGood : GameObject;
 var HQBad : GameObject;
 
     function OnTriggerEnter (other : Collider) {
       HQGood.SetActive(true);
         HQBad.SetActive (false);
        
     }
      
     function OnTriggerExit (other : Collider) {
         HQGood.SetActive(true);
         HQBad.SetActive (false);
            
     }
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avatar image robertbu · Jun 07, 2013 at 05:05 AM 0
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Note your OnTriggerEnter() and OnTriggerExit() are making the same active settings. Did you want to reverse them? What is not working?

avatar image TonyLi · Jun 07, 2013 at 02:29 PM 1
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Is the trigger on an inactive game object? If the game object is inactive, its triggers won't register collisions.

avatar image UnityGTAKing · Jun 07, 2013 at 04:36 PM 0
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Thank you for that, LOL I must have been really tired to make a mistake like that. I flipped them around now they work

avatar image TonyLi · Jun 07, 2013 at 05:33 PM 0
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Great to hear! I'll post it as an answer so you can close out this question.

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Answer by TonyLi · Jun 07, 2013 at 05:34 PM

The answer was to flip the objects around. The trigger was on an inactive game object. If the game object is inactive, its triggers won't register collisions.

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