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Question by Luciwutz · Jan 03, 2019 at 11:08 PM · positionontriggerenterpositioning

OnTriggerEnter and position problem

Hey everybody,

I'm pretty new to Unity and c#, so I might struggle with something easy :P

Current situation: I'm programming a little game, where a ball needs to hit a trigger and then the trigger instantiate two new objects. The new objects should be placed in a special place which I provide in the script.

Let's say that the trigger is on "0,10,3" and should be placed on "0,20,3". In my case, the new object will be instantiate on "0,19.51,3". I think, it's because 19.51 is the very edge of the collider.

Script:

 public class CreateObject1 : MonoBehaviour
 {
     public GameObject cylinder;
     public GameObject triggerBox;
     private Vector3 spawnPosition;
 
     private void OnTriggerEnter(Collider other)
     {
         Debug.Log("Trigger: New enemy");
         spawnPosition = other.attachedRigidbody.position;
 
         Instantiate(cylinder, spawnPosition + new Vector3(0, 7, -3), Quaternion.Euler(0, 0, 0));
         Instantiate(triggerBox, spawnPosition + new Vector3(0, 10, 0), Quaternion.Euler(0, 0, 0));
 
     }
 }


Do you guys have an idea, how to get the center position? I mean if this is really my problem :P Sure, I could just make the collider really small, but since it should create the objects (one is a new collider) dozens of times, the problem would still occur in a matter of time.

Thank you! :)

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