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Question by Juicy · May 07, 2014 at 01:00 PM · rigidbodycheckmassoncollisionstay

Constantly checking OnCollisionStay

This does not work unless the rigidbody is actively moving. It is like it is not tested contantly. How can that be done - and how should i fix the problem?

 void OnCollisionStay (Collision collision)
 {
      if(collision.rigidbody.mass > 3f)
           Destroy (gameObject);
 }
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Answer by VIPINSIRWANI · May 07, 2014 at 01:36 PM

Hi Once try with this code

 void OnCollisionStay(Collision clsn)
     {
         Debug.Log("Clsn"+   this.gameObject);
         if(this.gameObject.rigidbody.mass  > 0.9f)
             Destroy(this.gameObject);
     }
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avatar image Juicy · May 07, 2014 at 04:32 PM 0
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Tried you suggestion, but then it won't work at all :/

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Answer by Loius · May 07, 2014 at 05:09 PM

You might try setting the rigidbody to Continuous ... whatever option that is. There's a dropdown.

You might also try OnCollisionEnter. Since you're destroying (and that can only happen once per object), it should have the same effect.

You probably also want to be sure there's a rigidbody on the object with this script attached.

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avatar image Juicy · May 07, 2014 at 08:59 PM 0
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I think I need to use OnCollisionStay since the point is it should check a stationary rigidbody. I dont understand why I would attach a rigidbody to the object with the script? It is the mass of the rigidbody that we collide with that is checked :)

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