Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by PsychoDuckArcade · Mar 22, 2015 at 07:55 PM · destroyoncollisionenterenabledfalsedisabled

OnCollisionEnter still called when disabled, and destroy sets enabled to false.

OnCollisionEnter() gets called even if the component is disabled. So, I added an enabled check to all my collision functions. However, when Destroy() is called on an object, it apparently sets all components' enabled to false immediately. So if Destroy() is called (even if I never set enabled to false myself) and then an OnCollisionEnter() is called on the same frame, enabled becomes false regardless from the Destroy() and so the OnCollisionEnter() doesn't continue.

I get why OnCollisionEnter() gets called on disabled objects (as you can add a check for enabled yourself like I did), but I don't get why Destroy() would set enable to false. Is there another variable similar to enable that only gets set when I set it myself (and not when other functions like Destroy are called)?

If not, is there any way to call collision logic on components that only doesn't get called if I myself disable them or the gameobject?

If not, I'll have to write custom destroy logic that sets enabled back to true if it already was so before the destroy (iterating through all components to do so, (potentially extremely inefficient). I just want to know what the Unity way to do this is supposed to be before I go undoing what Unity wants to do.

EDIT: Another alternative would be a custom setEnabled() method that also sets a custom bool accordingly. However I'd have to derive all the classes I'd want to use this feature (probably all of them) from a custom extended monobehaviour class, which I was hoping to avoid. And even then whenever I want to check that bool I'll probably also want to check if the gameobject is active.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by hexagonius · Mar 23, 2015 at 03:21 PM

If you switch to Unity 5, you benefit from this

Disabled MonoBehaviours will no longer receive collision or trigger callbacks.

In your case, I would recommend to destroy OnCollision, and not handle collisions after destruction.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image PsychoDuckArcade · Mar 23, 2015 at 06:04 PM 0
Share

I A$$anonymous$$ using Unity 5. $$anonymous$$y disabled monobehaviours are still having their collision callbacks called..

And even if they weren't, if I destroy on collision it would disable all scripts and so it seems likely their collision callbacks would no longer get called that frame.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

C# - Disabled Script Still Runs! 1 Answer

If i disable a GameObject does all it's components get disabled also? 2 Answers

2 objects collide, need to destroy one 2 Answers

Problems destroying object on collision with Terrain 3 Answers

enabled = true doesn't work the first time! 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges