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Creating complex colliders
I'm having an issue with how unity deals with colliders.
My game object has two colliders, one for destroying the object if it touches something, and another bigger collider for triggering an event.
The collider that triggers an event, no matter what, acts as a regular collider and destroys the object like the first collider is meant to do. This is my code for the colliders.
using UnityEngine;
using System.Collections;
public class ContactDestroy : MonoBehaviour
{
void OnTriggerEnter(Collider other)
{
if (other.tag == "Background") {
return;
}
if (other.tag == "EventTrigger")
{
return;
}
if (other.tag == "Boundary")
{
return;
}
Destroy(other.gameObject);
Destroy(gameObject);
}
}
I have it flagged and on a different layer, this script attached and everything.
this HAS to be a common practice? If I have a character that has a FOV using a sphere collider, yet also have a mesh collider for physical collisions, what is a good work flow for these kinds of things? I don't mean I want someone to write or fix my code, I am just stumped as how to accomplish the event trigger with another collision collider already present!
Thanks!
If I correctly understood what you are going to achieve, you could seperate your colliders to multiple gameobjects which you then attach as a child of your main gameobject. Then you can create a different script for each collider and change their layer without affecting other colliders.
Answer by AMU4u · May 05, 2015 at 03:34 AM
To update the issue, all I did to make it work was as KalleH said, make two child objects with your specific colliders for each, then make a script for each child. Leave the main game object more as a place holder.
Be sure to then use tags to make sure the different colliders don't set each other off, like so
void OnTriggerEnter(Collider other)
{
if (other.tag == "ColliderIDontWantToInteractWith"){
return;
}
//anything else without the above tag will be destroyed
Destroy(other.gameObject);
Destroy(gameObject);
}
}
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