Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 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 roadtofame · Jun 11, 2018 at 07:53 PM · colliderarraytriggersistrigger

True/False isTrigger for Collider array?

I'm trying to set the triggers for an array of colliders to false once the player beats a level. Here is my code:

public class PlayerController : MonoBehaviour {

 public float speed;
 public Text winText;
 public GameObject nextLevel;
 public GameObject[] obstacles;
 public Collider[] obstacleTrigger;

 private Rigidbody rb;
 private int count;
 private int pickups;
 private GameObject[] cubes;


 void Start ()
 {
     rb = GetComponent<Rigidbody>();
     count = 0;
     SetCountText();
     winText.text = "";
     nextLevel.SetActive(false);
     cubes = GameObject.FindGameObjectsWithTag("Pick Up");
     pickups = cubes.Length;
     obstacles = GameObject.FindGameObjectsWithTag("Obstacle");
     for (int i = 0; i < obstacles.Length; i++)
     {
         obstacleTrigger = obstacles[i].GetComponents<Collider>();
     }
 }


 void FixedUpdate ()
 {
     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis("Vertical");

     Vector3 movement = new Vector3(moveHorizontal, 0, moveVertical);

     rb.AddForce(movement * speed);
 }

 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.CompareTag("Pick Up"))
     {
         other.gameObject.SetActive(false);
         count = count + 1;
         SetCountText();
     }

     if (other.gameObject.CompareTag("Obstacle"))
     {
         SceneManager.LoadScene(SceneManager.GetActiveScene().name);
     }
 }

 void SetCountText()
 {
     if (count >= pickups)
     {
         winText.text = "You Win!";
         nextLevel.SetActive(true);
         obstacleTrigger.isTrigger = false;

     }
 }


}

What can I use instead of isTrigger to set all of my obstacleTrigger's Is Trigger to false?

Comment
Add comment · Show 3
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 bakir-omarov · Jun 11, 2018 at 08:05 PM 1
Share

isTrigger = false; is the best method i think, just loop all objects and make them false. Or i don't get your question?

avatar image roadtofame bakir-omarov · Jun 11, 2018 at 08:24 PM 0
Share

I should've mentioned that I'm very new to Unity.

How would I go about looping all the objects and making them false?

$$anonymous$$y goal here is to make a number of objects have their trigger toggle turned off once the player beats the level. Using isTrigger apparently doesn't work with an array of objects.

avatar image roadtofame bakir-omarov · Jun 11, 2018 at 08:29 PM 0
Share

Wow, actually I got it now thanks to you. This code did it:

 void SetCountText()
     {
         if (count >= pickups)
         {
             winText.text = "You Win!";
             nextLevel.SetActive(true);
             foreach (Collider obstacleTriggers in obstacleTrigger)
             {
                 obstacleTriggers.isTrigger = false;
             }
 
         }
     }
 

Thanks again man!

0 Replies

· Add your reply
  • Sort: 

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

117 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 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 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 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 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to directly edit a Polygon Collider2D's points in the inspector? 2 Answers

How can I disable a collider 3D when I trigger a collider? 0 Answers

Physics2D.OverlapCircleAll and method call cause a huge drop in animation frames 1 Answer

Is Trigger Collision Problem 1 Answer

Triggers are being activated by playerController when the Controller is already inside the trigger. 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