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OnTriggerEnter Not working
Hey guys this problem is aboute the function OnTriggerEnter it doesnt work and when i pud it in the Update it works only i need it to work when my player is in the water Collider What did i do wrong??? thanks
var WaterLevel : float;
var useGravity: boolean;
var Player : GameObject;
var useBlur : boolean;
var Bubbels : GameObject;
private var defaultFog = RenderSettings.fog;
private var isUnderwater : boolean;
private var normalColor : Color;
private var underwaterColor : Color;
private var defaultSkybox = RenderSettings.skybox;
var noSkybox : Material;
function Start () {
normalColor = new Color (0.5f, 0.5f, 0.5f, 0.5f);
//0.22f, 0.80f, 0.80f, 0.5f)
underwaterColor = new Color (0.80f, 0.85f, 0.75f, 0.5f);
RenderSettings.fog = true;
Bubbels.active = false;
camera.GetComponent(Blur).enabled = false;
camera.GetComponent(Fisheye).enabled = false;
}
function OnTriggerEnter (Player : Collider){
if ((transform.position .y < WaterLevel) != isUnderwater)
{
isUnderwater = transform.position.y < WaterLevel;
if (isUnderwater) SetUnderwater ();
if (!isUnderwater) SetNormal ();
}
}
//function Update () {
// if ((transform.position .y < WaterLevel) != isUnderwater)
// {
// isUnderwater = transform.position.y < WaterLevel;
// if (isUnderwater) SetUnderwater ();
// if (!isUnderwater) SetNormal ();
// }
//}
function SetUnderwater()
{
//The Bubbels are a particle renderer Attached to The Player
Bubbels.active = true;
RenderSettings.fog = true;
RenderSettings.fogColor = underwaterColor;
RenderSettings.fogDensity = 0.10f;
RenderSettings.skybox = noSkybox;
camera.GetComponent(Blur).enabled = true;
camera.GetComponent(Fisheye).enabled = true;
}
function SetNormal()
{
Bubbels.active = false;
RenderSettings.fog = defaultFog;
RenderSettings.fogColor = normalColor;
RenderSettings.fogDensity = 0.03f;
camera.GetComponent(Blur).enabled = false;
camera.GetComponent(Fisheye).enabled = false;
}
// Turn this collider into a trigger on startup
collider.isTrigger = true;
Answer by Shkarface-Noori · May 18, 2014 at 09:23 AM
first. do you have your collider triggered? second where did you put this script? and you're just checking when a trigger is entered, you should check it when the trigger exits too.
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