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Question by firepro20 · Oct 29, 2019 at 10:46 PM · spherecollidercontact.point

OnCollisionEnter with SphereCollider executes twice

 ContactPoint[] contactPoints = collision.contacts;
         for (int contactIndex = 0; contactIndex < contactPoints.Length; contactIndex++)
         {
             ContactPoint cp = contactPoints[contactIndex];
             Collider otherObjectCollider = cp.otherCollider;
 
             if (otherObjectCollider.gameObject.CompareTag("Collectible"))
         {
             Debug.LogError("Consumed Health!");
             GameController.Instance.ReceiveHealth(gameObject, healthOnPickup);
             //areaOfDetection.radius -= healthOnPickup; disabled for training purposes

             if (collectibleList.Contains(otherObjectCollider.gameObject))
             {
                 //Debug.Log("I have eaten " + collision.gameObject.name);
                 collectibleList.Remove(otherObjectCollider.gameObject);
                 //Debug.Log("And there are now " + collectibleList.Count + " in list.");
                 otherObjectCollider.gameObject.GetComponent<BoxCollider>().enabled = false;
                 otherObjectCollider.gameObject.SetActive(false);
                 //Destroy(collision.gameObject);
             }
             // remove from list then destroy, otherwise null pointer exception
             //SetReward(1f);
             //AddReward(0.045f);
             AddReward(0.6f);
             Done();
             return;
         }
 }

The code above is executing twice, as most probably the circle collider is hitting two contact points when touching. How can I make this to be one touch/point only? ConsumeHealth! is being shown twice currently.

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Answer by Lawlets · Oct 30, 2019 at 06:41 AM

You can use OnCollisionEnter instead of checking contacts points.

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avatar image firepro20 · Oct 30, 2019 at 09:57 AM 0
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I tried to do that at first, without checking contact points however that and this code achieving same result

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