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Question by Tornaduuu · Oct 11, 2020 at 04:33 PM · movementcontrollerblock

Block Movement

Hello, I have a problem:

I have a BlockMovement with which you can move blocks with left arrow / right arrow, left or right.

The BlockMovement is on the prefabs of all blocks.

Well, if a block fell down. A new one spawns.

But now I can move both blocks.

And then three, four, etc.

How do I fix that only the newly spawned block moves or the block that has already fallen is "fixed" in its position?

 using UnityEngine;
 
 public class BlockMovement : MonoBehaviour
 {
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.RightArrow))
         {
             transform.position = new Vector3(transform.position.x + 1,
                                                 transform.position.y,
                                                 transform.position.z);
         }
         else if (Input.GetKeyDown(KeyCode.LeftArrow))
         {
             transform.position = new Vector3(transform.position.x - 1,
                                                 transform.position.y,
                                                 transform.position.z);
         }  
     }
 
     private void OnCollisionEnter(Collision collision)
     {
         if (collision.gameObject.CompareTag("Block") || collision.gameObject.CompareTag("Ground"))
         {
             this.enabled = false;
         }
     }
 }
 

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Answer by TheOnlyMike675 · Oct 11, 2020 at 04:48 PM

Do the blocks have a collider and a rigidbody? And are the tags properly assigned to the blocks? If the rigidbodies/colliders are 2D make sure to use OnCollisionEnter2D instead of OnCollisionEnter

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avatar image Tornaduuu · Oct 11, 2020 at 05:06 PM 0
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The blocks have an collider and an rigidbody, tags are set, its an 3d game so theyre 3d

avatar image TheOnlyMike675 Tornaduuu · Oct 11, 2020 at 05:19 PM 0
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Could you try a debug.Log inside the OnCollisionEnter? Curious to see if the collision is being detected

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