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Question by Bullsara · Jul 10, 2014 at 04:35 PM · animationphysicstriggerrigidbody-collision

Attack Animation Trigger

Hello, I have animation, animation code and enemy health code.

Animation Code

 void Update () {
 
         if(Input.GetButtonDown ("Fire1"))
         {
             CurrentWeapon.animation.CrossFade("P_axe_anim");
         }


Health Code

 void OnTriggerEnter (Collider other)
 {
     if (other.collider.tag == "Weapon")
     {
         Health--;
         Debug.Log (Health);
     }
 }

This is health code but Health variation never decrease. It's my problem. And this codes in different files.

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avatar image b1gry4n · Aug 16, 2014 at 04:51 PM 0
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I am assu$$anonymous$$g you are putting a collider on your weapon and have a collider on the enemy. Based off that your goal is to detect when the collider of the weapon collides with an enemy collider, then apply damage.

Some things you should note:

-$$anonymous$$ake sure your attack animation is not too fast (if your attack animation's amount of frames is too small (maybe your attack is 3-5 frames or something), your collider will jump from pointA in frameA, pointB in frameB, etc... potentially jumping "through" the enemy collider.

-$$anonymous$$ake sure your physics options (edit>project settings>physics) are set up to allow for the layers to collide

Solutions:

If your collider is in fact jumping through the enemy collider because there simply isnt enough frames in your animation: you should either get a new animation that has more frames per second, or set up a system that does not rely on the collision of objects (detect the angle of attack, raycast, etc)

If your physics options arent set up correctly, doing so will fix your issue

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Answer by Dolzen · Aug 16, 2014 at 05:21 PM

why don't you use animation events instead?

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