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Question by Pure Phase · May 04, 2010 at 12:43 PM · trigger

Triggers not working - What's wrong with this script?

Hi, I have written this script to change the sound of my footsteps depending on whether the player is inside or outside, or rather whether they are in a trigger called inside or not. However, the triggers don't seem to be working. As you can see I have put a print statement and this doesn't appear. I have set up the triggers and tag correctly so I'm sure it must be the code. Can you see where I've gone wrong? Thanks

EDIT - Might not even be the triggers, I've got it recognizing them with static vars but it doesn't change the sounds of the steps. Any Ideas?

var walkSounds : AudioClip[]; var indoorsounds : AudioClip[]; var audioStepLength = 0.3;

var inside = true;

function Awake() { if(inside){ PlayIndoorStepSounds(); } else if (!inside){ PlayStepSounds(); } } function OnTriggerEnter(other : Collider) {

 if(other.gameObject.CompareTag == ("inside")){
     inside = true;
     print ("Inside");
 }

} function OnTriggerExit(other : Collider) {

 if(other.gameObject.CompareTag == ("inside")){
     inside = false;
     print ("Outside");
 }

}

function PlayStepSounds () { var controller : CharacterController = GetComponent(CharacterController);

 while (true) {
     if (controller.isGrounded && controller.velocity.magnitude > 0.3) {
         audio.clip = walkSounds[Random.Range(0, walkSounds.length)];
         audio.Play();
         yield WaitForSeconds(audioStepLength);
     } else {
         yield;
     }
 }

}

function PlayIndoorStepSounds () { var controller : CharacterController = GetComponent(CharacterController);

 while (true) {
     if (controller.isGrounded && controller.velocity.magnitude > 0.3) {
         audio.clip = indoorsounds[Random.Range(0, indoorsounds.length)];
         audio.Play();
         yield WaitForSeconds(audioStepLength);
     } else {
         yield;
     }
 }

}

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Answer by burnumd · May 04, 2010 at 01:10 PM

If you're not receiving OnTriggerEnter messages, the first thing you might try is to double check the collision matrix on this page and ensure that you have all the necessary components.

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Answer by Pure Phase · May 04, 2010 at 01:03 PM

Found an easier way to do this:

var walkSounds : AudioClip[]; var indoorsounds : AudioClip[]; var audioStepLength = 0.3;

function Awake() {

     PlayStepSounds();
 }



function PlayStepSounds () { var controller : CharacterController = GetComponent(CharacterController);

 while (true) {
     if (controller.isGrounded && controller.velocity.magnitude > 0.3 && GUITextScript.INSIDE) {
         audio.clip = indoorsounds[Random.Range(0, indoorsounds.length)];
         audio.Play();
         yield WaitForSeconds(audioStepLength);
     } 
     else if (controller.isGrounded && controller.velocity.magnitude > 0.3) {
         audio.clip = walkSounds[Random.Range(0, walkSounds.length)];
         audio.Play();
         yield WaitForSeconds(audioStepLength);
     } 

     else {
         yield;
     }
 }

}

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