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Question by ZSramek · May 19, 2015 at 10:44 AM · javascriptcollisioncollider

Collision detection in script not attached to either collider

I have a GameObject that holds all of the scripts that run my scene. I want to detect when a collision has occurred between two objects, but I want the collision to trigger events in a script contained by my script GameObject, which is itself not involved in the collision. As far as I understand, the OnCollisionEnter and OnTriggerEnter functions will only be called in scripts attached to a GameObject that is taking part in a collision. Thus I can't figure out how to impact variables owned by a script in another GameObject that isn't involved in the collision.

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Answer by ZSramek · May 21, 2015 at 09:17 AM

I figured out a way to do it. I took the object acting as the trigger and wrote a simple script using OnTriggerEnter() to detect collisions between itself and other objects. Then I declared my Scripts GameObject as a public variable and added it in the Editor. After that I declared a variable to hold the particular script I wanted to access and accessed it using gameObject.GetComponent(). With that I was able to change a boolean in my script attached to the Scripts object in the script attached to the collider. Here is the script attached to the trigger collider:

 //Using UnityScript
 
 #pragma strict
 
 //The gameobject that holds the scripts
 public var scripts : GameObject;
 //The particular script I want to access the variable in.
 private var actionScript : ActionScript;
 
 function Start () 
 {
     actionScript = scripts.GetComponent("ActionScript");
     actionScript.collision = false; //ActionScript contains a boolean named "collision"
 }
 
 function Update () {}
 
 function OnTriggerEnter(collider : Collider)
 {
     if (collider.gameObject.tag == "MyTag")
     {
         Debug.Log("Collision Detected!");
         actionScript.collision = true;
     }
 }
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