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Question by The Roman One · Nov 17, 2014 at 10:13 AM · colliderprefabtriggerparentchild

Trouble with triggers and colliders

Hi, I'm having some issues with the triggers and collisions in my game... In the image below, there are 6 objects: A, B, C, D, E and F The idea is that once object A collides with object E, it sends the information to object C, and same goes for the other side. When B collides with F, it sends the information to object D.

What ACTUALLY happens, is that once A touches object E, it sends the info both to C and D.

Objects A and B are the same prefab (Different names tho), and have the same script. object A is a child of C, and B is a child of D.

Please help me I've tries everything! :(

alt text

example.png (4.9 kB)
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avatar image richyrich · Nov 17, 2014 at 10:21 AM 0
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It would help to show people the collision code and the place where messages are sent to other objects

avatar image The Roman One · Nov 18, 2014 at 12:30 AM 0
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Ok here's the script that's attached to objects A and B. CellScript is the script that's attached to C and D Energy is the tag of E and F.

From my understanding, what needs to happen is when A touches E (E is tagged "Energy"), is reads is the object "energyObject" of his parent exists, if not, than the hit object (E) becomes "energyObject".

 function OnTriggerEnter  (coll : Collider)
 {
     if ((this.transform.parent.GetComponent(CellScript).energyObject == null) &&(coll.gameObject.tag == "Energy"))
     {
         this.transform.parent.GetComponent(CellScript).energyObject = coll.gameObject;
         this.transform.parent.gameObject.rigidbody.is$$anonymous$$inematic = false;
     }
 }

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Answer by Addyarb · Nov 18, 2014 at 01:03 AM

I hope I understand your issue correctly. If you are looking to get more discreet collisions, try using:

 if(col.transform.tag == "Object_A"){
 //Do the collision
 }
 else{
 if(col.transform.tag == "Object_B"){
 //Do the other collision... etc.
 }
 }

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