Been trying to make wall in my game disable its mesh renderer & collision collider when hit by the player’s bullet. After 10 seconds have passed the mesh renderer & collision collider will re-enable themselves again.
Currently I’ve managed to make get the mesh renderer & collision collider to disable and re-enable via key press but struggling to figure out how to make it work for bullet collision & timer.
function Update() {
if (Input.GetKeyDown(KeyCode.Z)) {
// toggle visibility:
renderer.enabled = false;
collider.isTrigger = true;
}
if (Input.GetKeyDown(KeyCode.X)) {
renderer.enabled = true;
collider.isTrigger = false;
}
}
Anyone able to figure out what I need to get this to work for when the wall collides with bullet & implement timer to count for 10 seconds before re-enabling the collision collider & mesh renderer?
if your bullet is a raycast you use: http://docs.unity3d.com/ScriptReference/Physics.Raycast.html if your bullet is based on collision (actually shooting an object) use: http://docs.unity3d.com/ScriptReference/Collider.OnCollisionEnter.html for setting up a timer use: http://docs.unity3d.com/ScriptReference/Coroutine.html
– b1gry4n