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Question by Apostleog · Jun 17, 2015 at 07:34 PM · c#functiondisable

How to Disable a function for a brief period after being activated

Hi I am trying to build a simple game where a player is bouncing on a trampoline type object the problem is if I hit the side of the trampoline it applies the .AddForce multiple times (because of multiple collisions) and sends the player flying out of frame. I was wondering how to disable the .Addforce effect for a short period of time after each bounce. Here is the code I am using.

     void OnCollisionStay(Collision collision) {
         if (collision.rigidbody)
             collision.rigidbody.AddForce (Vector3.up * 300);
     }

Thank you!

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Answer by Flightkick · Jun 18, 2015 at 04:43 AM

You could add a second collider and configure it like this:

Collider 1: Matches the whole trampoline so players can't walk through it.

Collider 2: (Enable isTrigger) matches the elastic part of the trampoline, if the player hits it then apply force.

EDIT: like ian_sorbello mentions you should also use the OnCollisionEnter() if you want to trigger the event only once.

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Answer by ian_sorbello · Jun 18, 2015 at 01:40 AM

You are choosing to run this code within the OnCollisionStay() function - which means it will run every frame that the collision is still in effect.

Rather than "pause" the force addition during this time - just use OnCollisionEnter().

It will only be called once when the collision first occurs - and so you can apply your force once and not think about it again.

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avatar image Eno-Khaon · Jun 18, 2015 at 08:58 AM 0
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And, when in doubt, just put an artificial delay in, anyway. Then, you won't have to worry about multiple triggers in the same frame sending you flying.

 public float bounceDelay = 0.125f; // 1/8-second delay between bounces
 float lastBounce = -1.0f; // $$anonymous$$eeps track of bounce time
 
 void OnCollisionEnter(Collision collision)
 {
     if (collision.rigidbody && Time.time > lastBounce + bounceDelay)
     {
         collision.rigidbody.AddForce(Vector3.up * 300);
         lastBounce = Time.time;
     }
 }

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