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Question by nilserlingh · Sep 24, 2019 at 01:13 PM · collisiontriggerprogrammingprojectile

Unity projectile damaging twice before destroyed

In the game I have a projectile which can be fired by the player, and when it hits the enemy its set to do one damage. The problem is that it for some reason triggers the on collision enter trigger twice before its destroyed. How do I fix this?

Code for the projectile: using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class FireballController : MonoBehaviour
 {
     public void OnTriggerEnter2D(Collider2D collision)
     {
         // Destroy object if hitting anything
         if (collision.CompareTag("Player"))
         {
 
         }
         else
         {
             Destroy(gameObject);
         }
     }
 }

code for the enemies:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class EnemyHealth : MonoBehaviour
 {
     public int health;
 
     void Update()
     {
         if (health <= 0)
         {
             Destroy(gameObject);
         }
     }
 
     void OnTriggerEnter2D(Collider2D collision)
     {
         if (collision.CompareTag("Fireball"))
         {
             health--;
             Debug.Log("Au");
             Destroy(collision.attachedRigidbody.gameObject);
         }
     }
 }
 

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Answer by shadowpuppet · Sep 24, 2019 at 09:52 PM

That happens to me a lot whee events happen twice, pickups, damage etc - sometimes even instantiating ragdolls to replace dead character when he dies. I simply add a bool

 if ( dead==false){
 do what you want here
 dead=true;
 }
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avatar image nilserlingh · Sep 25, 2019 at 07:52 AM 0
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this would work to set the characters to dead, but my problem is that they will deal damage twice with one projectile. Using this system I would have to have a timer for it to allow the next projectile to deal its damage as intended.

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