- Home /
 
Problem detection collider with coroutine
Hello,
I'm made a Bomberman but I have a little problem with my script collision detection. My script detects the boxes without coroutine, so that when I put my coroutine it no longer detects the boxes ... Would you please solution.
 using UnityEngine;
 
 using System.Collections;
 
  
 
 public class DestroyCube : MonoBehaviour {
 
     
 
     public BoxCollider box1;
 
     public BoxCollider box2;
 
  
 
     void OnCollisionEnter(Collision collision) 
 
     {
 
         if(collision.gameObject.name == "Cube")
 
         {
 
             Debug.Log ("Destroy Cube");
 
             Destroy(collision.gameObject, 4);
 
         }
 
         else if(collision.gameObject.name == "Capsule")
 
         {
 
             Debug.Log ("Destroy Capsule");
 
             Destroy(collision.gameObject, 4);
 
         }
 
     }
 
  
 
     IEnumerator Start () {
 
         yield return new WaitForSeconds (4);
 
         box1 = gameObject.AddComponent<BoxCollider>();
 
         box2 = gameObject.AddComponent<BoxCollider>();
 
         box1.size = new Vector3 (0.1f,3,6);
 
         box2.size = new Vector3 (6,3,0.1f);
 
     }
 
 }
 
               thanks you in advance.
               Comment
              
 
               
              Answer by christoph_r · Jun 01, 2014 at 07:18 PM
Don't make Start a coroutine, instead call all the things you want to set up in another method which you can call with a 4 second delay via Invoke.
Your answer
 
             Follow this Question
Related Questions
collision wont work 1 Answer
Best practice for OnTriggerEnter detection 1 Answer
Collision not working 3 Answers
Transform Object over Players head before destroying 0 Answers