Answer by asafsitner
Unfortunately, Unity don't like it when there are two colliders on the same GameObject, and Triggers are essentially colliders and therefore a no-no. However, you can use `SendMessage`, which makes...
View ArticleAnswer by DaJuice
I'm trying to figure out a way to overcome this, in my opinion, huge omission from Unity. The only thing I can think about is your solution, but here is my precise solution, which I'm still not totally...
View ArticleAnswer by Kronas
So I have been working on the same issue, and the best solution that I have found for this issue is just to create multiple cube objects to use as triggers and attach them to the character's prefab....
View ArticleAnswer by feyyd
Ran into this same problem, couldn't find much, but my solution was to just create a new gameObject, have it follow the object I wanted another trigger on, add an in-file class that contains the new...
View ArticleAnswer by bwat6902
If the colliders don't themselves overlap (such as concentric spheres) you could check based on which trigger event occurs. For example, if you got an OnTriggerEnter, increase a counter. If you get...
View ArticleAnswer by zzeeshann
You can use two colliders and use logic like below. void OnTriggerEnter(Collider other) { if (zombieState == 0) { zombieState = 1;//Walk zombie Debug.Log("Walk Zombie"); } else if (zombieState == 1) {...
View ArticleAnswer by asafsitner
Unfortunately, Unity don't like it when there are two colliders on the same GameObject, and Triggers are essentially colliders and therefore a no-no. However, you can use `SendMessage`, which makes...
View ArticleAnswer by DaJuice
I'm trying to figure out a way to overcome this, in my opinion, huge omission from Unity. The only thing I can think about is your solution, but here is my precise solution, which I'm still not totally...
View ArticleAnswer by Kronas
So I have been working on the same issue, and the best solution that I have found for this issue is just to create multiple cube objects to use as triggers and attach them to the character's prefab....
View ArticleAnswer by feyyd
Ran into this same problem, couldn't find much, but my solution was to just create a new gameObject, have it follow the object I wanted another trigger on, add an in-file class that contains the new...
View ArticleAnswer by bwat6902
If the colliders don't themselves overlap (such as concentric spheres) you could check based on which trigger event occurs. For example, if you got an OnTriggerEnter, increase a counter. If you get...
View ArticleAnswer by zzeeshann
You can use two colliders and use logic like below. void OnTriggerEnter(Collider other) { if (zombieState == 0) { zombieState = 1;//Walk zombie Debug.Log("Walk Zombie"); } else if (zombieState == 1) {...
View ArticleAnswer by asafsitner
Unfortunately, Unity don't like it when there are two colliders on the same GameObject, and Triggers are essentially colliders and therefore a no-no. However, you can use `SendMessage`, which makes...
View ArticleAnswer by DaJuice
I'm trying to figure out a way to overcome this, in my opinion, huge omission from Unity. The only thing I can think about is your solution, but here is my precise solution, which I'm still not totally...
View ArticleAnswer by Kronas
So I have been working on the same issue, and the best solution that I have found for this issue is just to create multiple cube objects to use as triggers and attach them to the character's prefab....
View ArticleAnswer by feyyd
Ran into this same problem, couldn't find much, but my solution was to just create a new gameObject, have it follow the object I wanted another trigger on, add an in-file class that contains the new...
View ArticleAnswer by bwat6902
If the colliders don't themselves overlap (such as concentric spheres) you could check based on which trigger event occurs. For example, if you got an OnTriggerEnter, increase a counter. If you get...
View ArticleAnswer by zzeeshann
You can use two colliders and use logic like below. void OnTriggerEnter(Collider other) { if (zombieState == 0) { zombieState = 1;//Walk zombie Debug.Log("Walk Zombie"); } else if (zombieState == 1) {...
View ArticleAnswer by johnabruce
This is what I am using and it works so far: In my own component in the Awake //Setup the detector DetectorGameObject = new GameObject("MotionCollider");...
View ArticleAnswer by Nevelson
Sorry to resurrect this this thread but when I googled this issue, this was still one of the top answers. I just wanted to post my solution in case anyone else runs into this problem. Make a child for...
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