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Question by
SentientTuba · Jan 31, 2014 at 12:18 AM ·
javascriptmovementtrigger
Strange position change when triggered
So I'm trying to get a tree to drop another gameobject when I press E, and I've got that working fine, the only thing is when I press E, the tree and all of its children immediately move to another position in my scene. I tried placing different trees in different locations, and they move themselves to the same exact spot as the first tree. I'm stumped, anyone know what's going on? Here's my code:
#pragma strict
var coconutPrefab : GameObject;
var cocoHolder : GameObject;
var player : Transform;
private var drawGUI = false;
private var cocoClone : GameObject;
function Start () {
cocoClone = Instantiate(coconutPrefab, cocoHolder.transform.position, cocoHolder.transform.rotation);
cocoClone.rigidbody.useGravity = false;
cocoClone.rigidbody.isKinematic = true;
cocoClone.transform.parent = cocoHolder.transform;
player = null;
}
function Update () {
if(drawGUI == true)
{
if(Input.GetKeyDown(KeyCode.E))
{
var tree = cocoHolder.transform.parent;
tree.animation.Play("TreeShake");
cocoClone.rigidbody.useGravity = true;
cocoClone.rigidbody.isKinematic = false;
drawGUI = false;
}
}
}
function OnTriggerEnter (theCollider : Collider)
{
if (theCollider.tag == "Player")
{
player = GameObject.FindGameObjectWithTag("Player").transform;
Debug.Log("Player has been found");
drawGUI = true;
}
}
function OnTriggerExit (theCollider : Collider)
{
if (theCollider.tag == "Player")
{
drawGUI = false;
transform.collider.isTrigger = false;
}
}
function OnGUI ()
{
if (drawGUI == true)
{
GUI.Box (Rect (Screen.width*0.5-100, 200, 200, 22), "Press E To Shake Tree");
}
}
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