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Using triggers to repeat basic scenes
I'm creating a very basic "jetpack" type game as a way of learning Unity and scripting. My method of making an endless level is by a) spawning obstacles at a distance from my jetpack guy and b) spawning the "level" repeatedly ahead of the jetpack guy, given he makes it to a trigger. I have figured out how to do a), but b) is giving me a lot of trouble, despite their fundamental similarities.
My "level" consists of a roof, a floor, and a trigger. This trigger is there so when it is triggered, the three objects (floor, roof and trigger) are spawned again ahead of the jetpack guy.
I believe the problem is that I don't grasp the concept of trigger events well enough. I already have a trigger in a), my obstacles (so when the jetpack guy hits them, he dies). When I try and use a trigger in my script for b), I get very confused. I don't know how to distinguish between two separate triggers.
So effectively, all I am asking is - how do I create two separate triggers that do two completely different things when triggered? One that kills my jetpack guy, and another that instantiates a few objects?
If you would like me to post the script I'm working on for spawning these objects, I'd be happy to.
Thanks!
Answer by Josh Naylor · Aug 11, 2014 at 09:45 AM
Instead of using triggers you can just use On Collision (http://docs.unity3d.com/ScriptReference/Collider2D.OnCollisionEnter2D.html) then check what the game object you collided with is.
void OnCollisionEnter2D(Collision2D coll) {
if (coll.gameObject.tag == "Enemy")
coll.gameObject.SendMessage("ApplyDamage", 10);
}
Fantastic, thank you very much for your answer. Using tags cleared the whole issue up!
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