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How to group your pickups together?
In our game we have three spheres that are our pickups. When our ball hits the spheres they disappear, but the ball has to hit all 3 of them for them to disappear. I would like it to be where the ball hits at least one of the pickups and all 3 disappear at once. The reason being is they are stacked on top of each other to look like a target (The biggest and furthest back is red, the medium and middle is white, and the smallest and closest up is red). If you know how to make this happen, I would appreciate the answer.
Answer by alikanat · Feb 13, 2019 at 02:39 PM
First of all you should add a tag to your pickups like PickUp
Then you can use this script to detect if your ball collided any of your pickups:
public class CollisionTest : MonoBehaviour {
public bool isCollided = false;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnCollisionEnter(Collision collision)
{
if(collision.gameObject.tag == "PickUp")
{
isCollided = true;
Debug.LogError("Collided");
}
}
}
Then with this script you can access isCollided
variable and if it is true you can deactivate your objects. Note that this script should be attached to your pickups:
public class PickUpScript : MonoBehaviour {
CollisionTest mycollisionTest;
public GameObject SpherePlayer;
// Use this for initialization
void Start () {
mycollisionTest = SpherePlayer.GetComponent<CollisionTest>();
}
// Update is called once per frame
void Update () {
Debug.Log(mycollisionTest.isCollided);
if (mycollisionTest.isCollided == true)
{
gameObject.SetActive(false);
}
}
}
Answer by xxmariofer · Feb 13, 2019 at 02:42 PM
hello, depends of how it is set up in your project, are they all 3 childs of an object? if yes you can just access all their siblings and destroy them, if they are not you can add a tag to the 3 spheres and get a reference in a script to all of the objects with thta tag and destroy all of them at the same time not just one.
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