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Question by xxluky · Feb 28, 2015 at 04:40 PM · collision3dparentfindwithtag

How to put two game objects together and disable rigidbody on a child?

Hi Everybody,

I need to put two game objects together when they collide. So I have a player whith the only one script attached to. Then I have many Cubes tagged "Cube". When cube1 touches cube2 I need cube2 to become a child of cube1 with rigidbody disabled on cube2.

How do I approach it?

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avatar image Owen-Reynolds · Feb 28, 2015 at 06:16 PM 0
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What part are you having trouble with? Can you disable a rigidbody (is$$anonymous$$inematic)? Can you give something a parent (easy)? Check for a collision (S$$anonymous$$BL wrote that)? Worried about when 2 pairs of objects collide? Worried about "who wins" so they don't each try to become children of the other?

It seems like this is still a design problem. Not to the "how do I do X" stage yet.

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Answer by SuperMasterBlasterLaser · Feb 28, 2015 at 04:47 PM

There is function OnCollisionEnter. On script of cube 1

 void OnCollisionEnter(Collision coll) {
     GameObject cube2 = coll.gameObject
 
     cube2.SetParent(this.gameObject.transform);
     Destroy(cube2.GetComponent<Rigidbody>());
 }

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avatar image xxluky · Feb 28, 2015 at 04:58 PM 0
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Yeah, but I have really many cubes to become children on collision. The script needs to be attached to the player or something else. Any cube that becomes a child must have rigidbody disabled/removed afterwards...

avatar image Owen-Reynolds · Feb 28, 2015 at 06:20 PM 0
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Each cube needs OnCollisionEnter if you want to use the built-in collision system.

Unity's collision/physics system can only send collision events to the thing that hit. If a cube hits something, Unity sends that exact cube an OnCollisionEnter. There's no way to auto-redirect all hits to some other script.

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