Hey guys thanks for reading.
I have a wall, the wall is made up of bricks. All these bricks are stored in a “Wall” empty gameObject . When my bullet hit’s a brick, I would like only the brick it collided with to be setActive(false); however for some reason the parent of this object is also being setActive(false); along with all other brick sibling objects.
This does not happen when it is not a child of the “Wall” gameObject, but it is not possible for me to not have this parent, for other reasons in the game.
I have tried using:
void OnCollisionEnter(Collision other){
other.gameObject.transform.parent = null;
}
but this also did not work. I am COMPLETELY stumped :(. Any ideas?
Here is my code.
void OnCollisionEnter(Collision other){
if(other.collider.transform.tag == "Cube"){
other.gameObject.SetActive(false);
}
}