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Question by Lost_Syndicate · Feb 02, 2018 at 11:43 PM · collisiononceistrigger

how to make collision istrigger and play once on collision

OK, so i just completed the script i wanted but i have 1 prolem. It is not is trigger. So when i play the object as istrigger it just walks into it. Also i can walk into it multiple times which i dont want. Here is my script. using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class TriggerEventK : MonoBehaviour {
 
     public Transform[] spawnPosition;       //Transforms the position
     public GameObject[] SpongebobPrefab;   //Gameobject of type
     public GameObject[] SpongebobClone;    //Clone object of type
     public Material skyBoxA;               //Sets material for skybox
     public Material skyBoxS;               //Sets material for skybox
     public AudioClip myAudioA;             //Sets AudioClip
     public AudioClip myAudioS;             //Sets AudioClip
     public AudioSource myAudioSourceA;     //Sets AudioSource
     public AudioSource myAudioSourceS;     //Sets AudioSource
 
 
     void Start () {
         myAudioSourceA.clip = myAudioA;  //Sets AudioSource as AudioClip
         myAudioSourceS.clip = myAudioS;  //Sets AudioSource as AudioClip
           RenderSettings.skybox = skyBoxA; //Renders Sets skybox
         myAudioSourceA.Play();           //Plays Audio
     }
 
     void OnCollisionEnter (Collision collisionInfo){  //Adds collision type
         if (collisionInfo.collider.name == "Player"){ //Adds Collision detection for type
             RenderSettings.skybox = skyBoxS;          //Sets Skybox
             RenderSettings.fogColor = Color.black;    //Sets Fog Color
             RenderSettings.fogDensity = 0.09F;        //Sets Fog Density
             RenderSettings.fog = true;                //Enables Fod
             myAudioSourceA.Stop();                    //Stops audio
             myAudioSourceS.Play();                    //Plays Audio
             SpongebobClone[0] = Instantiate (SpongebobPrefab[0], spawnPosition[0].transform.position, Quaternion.Euler(0, 0, 0)) as GameObject; //Instantiates Prefab object, reaching clone and spawning it as a GameObject type.
         }
     }
 }
 
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Answer by Lost_Syndicate · Feb 03, 2018 at 02:40 AM

I figured it out. For those who are wondering here is the code.

 public class TriggerEventK : MonoBehaviour {
 
     public Transform[] spawnPosition;       //Transforms the position
     public GameObject[] SpongebobPrefab;   //Gameobject of type
     public GameObject[] SpongebobClone;    //Clone object of type
     public Material skyBoxA;               //Sets material for skybox
     public Material skyBoxS;               //Sets material for skybox
     public AudioClip myAudioA;             //Sets AudioClip
     public AudioClip myAudioS;             //Sets AudioClip
     public AudioSource myAudioSourceA;     //Sets AudioSource
     public AudioSource myAudioSourceS;     //Sets AudioSource
 
 
     void Start () {
         myAudioSourceA.clip = myAudioA;  //Sets AudioSource as AudioClip
         myAudioSourceS.clip = myAudioS;  //Sets AudioSource as AudioClip
           RenderSettings.skybox = skyBoxA; //Renders Sets skybox
         myAudioSourceA.Play();           //Plays Audio
     }
 
     void OnTriggerEnter (Collider other){  //Adds collision type
         if (this.enabled){
         if (other.name == "Player"){ //Adds Collision detection for type
             RenderSettings.skybox = skyBoxS;          //Sets Skybox
             RenderSettings.fogColor = Color.black;    //Sets Fog Color
             RenderSettings.fogDensity = 0.09F;        //Sets Fog Density
             RenderSettings.fog = true;                //Enables Fod
             myAudioSourceA.Stop();                    //Stops audio
             myAudioSourceS.Play();                    //Plays Audio
             SpongebobClone[0] = Instantiate (SpongebobPrefab[0], spawnPosition[0].transform.position, Quaternion.Euler(0, 0, 0)) as GameObject; //Instantiates Prefab object, reaching clone and spawning it as a GameObject type.
             this.enabled = false;
             }
 
         }
     }
 
 }
 
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