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Question by aheath4 · Nov 14, 2016 at 07:36 AM · c#triggerdoor

Using Multiple Activated Triggers to trigger a Separate Event.

Hey all,

I'm trying to prototype a mechanic whereby multiple objects (cubes) must be placed in the correct place at the same time, to trigger a separate event, such as a door opening. The door can only open if all of the objects are in the right place at the same time, meaning all triggers must be on. I have a script that allows the player to pick up, move and drop an object & my idea is to notify the player that the cube is in the correct position through audio source triggers, this script is attached to an audio source with box collider:

 using UnityEngine;
 using System.Collections;
 
 public class SoundTrigger : MonoBehaviour {
     public AudioSource source;
 
     public void Awake() {
         source = GetComponent<AudioSource> ();
     }
     public void OnTriggerEnter (Collider other) {
         source.Play ();
     }
 }

I was wondering if anyone could give me some pointers as to how I can do this? Using c# I have no idea how to read the language, very very new to programming. I'm assuming that a script needs to be attached to a "door" object (with animation) that requires all triggers to be "awake"/"true"/"active"? No idea how that would be written down into the code though.

Many thanks

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avatar image alexanderameye · Nov 14, 2016 at 08:03 AM 0
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Hey, for the opening of doors, I can recommend this basic script I created:

https://www.assetstore.unity3d.com/en/#!/content/38694

For the triggers, you could make it so that if a box is placed in a certain place (so ontriggerenter) a boolean is set to true, then in my script do something like this 'if(bool1==true & & bool2==true) { Open(); }

avatar image aheath4 alexanderameye · Nov 14, 2016 at 08:09 AM 0
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thank you very much kind person!

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