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Question by Hamgamer · Apr 18, 2018 at 04:43 PM · collisionpositionplayerdeath

I want my player to die when collide with enemy from front or back and not when it jumps on it (i alread tried checking if player is grounded or not) and if someone could provide script for it ill be glad

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;

public class Enemy : MonoBehaviour {

 public float velocity = 1f;
 public Transform sightStart;
 public Transform sightEnd;
 public bool colliding;
 private Rigidbody2D rigi;
 public LayerMask Detect;
 public Transform weakness;
 Animator anime;
 void Start ()
 {
     anime = GetComponent<Animator> ();
     rigi = GetComponent<Rigidbody2D> ();
 }

 void Update ()
 {
     rigi.velocity = new Vector2 (velocity, rigi.velocity.y);
     colliding = Physics2D.Linecast (sightStart.position, sightEnd.position,Detect);
     if (colliding && gameObject.tag != "Player") {
         transform.localScale = new Vector2 (transform.localScale.x * -1, transform.localScale.y);
         velocity *= -1;
     }

 }
 void OnDrawGizmos()
 {
     Gizmos.color = Color.red;
     Gizmos.DrawLine (sightStart.position, sightEnd.position);
 }

 void OnCollisionEnter2D (Collision2D col)
 {
     if (col.gameObject.tag == "Player")
     {
         float height = col.contacts [0].point.y - weakness.position.y;
         if (height >0)
         {
             Dies ();
         
     }


 }
 }

     void Dies ()
 {
     //anim.SetBool ("stomped", true);
     Destroy (this.gameObject, 0.5f);
     //gameObject.tag = "phew";
 }

}

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avatar image JedBeryll · Apr 18, 2018 at 04:52 PM 0
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You could check if the player position is higher than the collider's position + it's bounds extents or you could use 2 separate colliders.

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