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Question by abraamraafat99 · Mar 27, 2020 at 10:26 PM · collisionupdateontriggerentercollision2denable

so how to OnTriggerEnter2D(Collider2D collision) work update so game component if player do not enter collision so game component enabled again

using System.Collections; using System.Collections.Generic; using UnityEngine; public class GravityAndFall : MonoBehaviour { private void Update() {

 }
 public void OnTriggerEnter2D(Collider2D collision)
 {
   if(collision.gameObject.tag == "Player")
     {
         collision.gameObject.GetComponent<game>().enabled = false;
     }
   else if(collision.gameObject.tag == "Player")
     {
         collision.gameObject.GetComponent<game>().enabled = true;
     }
 }

}

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avatar image Kastor438 · Mar 28, 2020 at 12:59 AM 0
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The question here isn't clear, please clarify.

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Answer by Adamcbrz · Mar 28, 2020 at 02:23 AM

This question is very unclear but I am going to take a stab at interpreting it. I think the question is "How to use the OnTriggerEnter2D Unity Event to disable a object when it enters and re-enable it when it leaves."

To do that you would have to implement the OnTriggerExit2D(Collider2d collier) method.

 void OnTriggerEnter2D(Collider2D collision)
 {
     if(collision.gameObject.tag == "Player")
     {
         collision.gameObject.GetComponent<game>().enabled = false;
     }
  }
 
 void OnTriggerExit2D(Collider2D collision)
 {
     if(collisoin.gameObject.tag == "Player")
     {
         collision.gameObject.GetComponent<game>().enabled = true;
     }
 }

I hope that answers your question. If not please clearify so we can understand better.

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