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Question by Painstake · Aug 07, 2014 at 09:30 PM · raycastanimatorcolliderstagswap

Enabling / Disabling Collider Help

Hello! I have 2 objects (magazine release button / magazine) parented to a gun I made with simplified mesh colliders on each. When either are selected the magazine is released from the gun. My problem is I would like only the button collider enabled for the release animation when pressed, and the magazine collider enabled only for the reload. Is this possible? Here is my code:

 var anim: Animator;
 var OutHash : int = Animator.StringToHash("Out");
 var InHash : int = Animator.StringToHash("In");
 var button : GameObject;
 var magazine : GameObject;
 
 function Start()
 {
     anim = GetComponent("Animator");
     magazine.collider.enabled = false;
 }
 
 function Update()
 {
     var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
      var hit : RaycastHit;
     
     if (Physics.Raycast(ray, hit) == true && hit.transform.tag == "MagazinePoint" )
     {
         if(Input.GetMouseButtonUp(0))
         {
             anim.SetTrigger(OutHash);
             button.collider.enabled = false;
             magazine.collider.enabled = true;
         }    
         if(Input.GetMouseButtonUp(0))
         {    
             anim.SetTrigger(InHash);
             magazine.collider.enabled = false;
             button.collider.enabled = true;
             
         }
     }
 }

Any help would be more than appreciated!!

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avatar image Painstake · Aug 07, 2014 at 08:58 PM 0
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The above code only allows the button collider to work, not the magazine collider.

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Answer by Painstake · Dec 01, 2014 at 04:00 PM

Okay so it took a while but basically I had to play around with collider positions. Instead of enabling/disabling I created shadow collider objects that move with the animation (their own separate animation). This gives the appearance of colliders enabling/disabling, without actually doing so.

 var anim: Animator;
 var OutHash : int = Animator.StringToHash("Out");
 var InHash : int = Animator.StringToHash("In");
 var collider1OutHash : int = Animator.StringToHash("Collider1Out");
 var collider1InHash : int = Animator.StringToHash("Collider1In");
 var collider2OutHash : int = Animator.StringToHash("Collider2Out");
 var collider2InHash : int = Animator.StringToHash("Collider2In");
   
 function Start(){

     anim = GetComponent("Animator");
 }
 function Update(){

     var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     var hit : RaycastHit;
     if (Physics.Raycast(ray, hit) == true && hit.transform.tag == "MagazinePoint" ){

         if(Input.GetMouseButtonUp(0)){

             anim.SetTrigger(OutHash);
             anim.SetTrigger(collider1OutHash);
             anim.SetTrigger(collider2InHash);
         }
         if(Input.GetMouseButtonUp(0)){

             anim.SetTrigger(InHash);
             anim.SetTrigger(collider1InHash);
             anim.SetTrigger(collider2OutHash);
         }
     }
 }

I'm sure there is a code guru who can enlighten on a better way, but this works for my purposes. Hope this helps someone else as well.

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