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Question by hotozi · Nov 01, 2013 at 10:47 PM · rigidbodyoncollisionenter

OnCollisionEnter called twice

when the rocket hit a wall or something...itsupose instantiate an explosion and then destroy it,but 2 explosion prefab and sometime 3 aapear...and there is only one sphere collider to the rocket...and i also tried to destroy the rigid body on the collision enter so i dont know mayne!!!

 var Death:Transform;
 var Dead=false;

 function Start()
 {
 rigidbidy.AddForce(0,0,100);
 }
 function OnCollisionEnter(Hit:Collision)
 {
 if(!Dead&&Hit.gameObject.tag=="Terrain")
 {
 Dead=true;
 Instantiate(Death,transform.position,transform.rotation);
 Destroy(gameObject);
 }
 }
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Answer by mhdema n9ne · Nov 13, 2013 at 01:09 AM

I've encountered similar issues in the past you should make sure you aren't generating one too many objects or accidentally attaching duplicate components.

I think your Kinematic solution might be a workaround to resolve an issue somewhere else. From your description it shouldn't play a role in the issue itself. Here is info on kenimatic: http://docs.unity3d.com/Documentation/Components/class-Rigidbody.html

You could try DestroyImmediate but again I think there might be a larger problem. http://docs.unity3d.com/Documentation/ScriptReference/Object.DestroyImmediate.html

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Answer by hotozi · Nov 12, 2013 at 09:47 PM

for those who want to know how i deal wit it... well i dont know why but it works...i set on the kinematic thing...so look like the function dont call twice....well...

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