I have a small project, I have a spawnpoint in a moving 2D level. When the level is being geenreated the spawnpoint spawns one of 2 Barriers. These barriers then get attached to the invisble spawnpoint as child object. This was done since the level is moving and the spawnpoint is part of a prefab which is moving. Now the Barriers are also moving exactly like the sapwnpoint. So far so good.
The Script fot this is:
var objs : GameObject;
var SpawnPoint : Transform;
function Start () {
//Spawn Random Barrier at Spawnpoint
var newObj = Instantiate(objs[(Random.Range(0, objs.Length))], SpawnPoint.position, Quaternion.identity);
// Make Barrier a Child of Spawnpoint so it moves with the Level
newObj.transform.parent = SpawnPoint;
}
My Problem now is that I want the player to colide with these Barriers and if he is in the wrong state, he should die. The script for that is:
// collide with barrier and die
function OnTriggerEnter (collisionInfo : Collider) {
if (collisionInfo.gameObject.tag == “BarrierBlue”){
Destroy(gameObject);
}
}
I did not implement the States yet since it is already a problem. The collision for the Barrier does not work. The Box Collider on the Barrier is set to Trigger and the Tag also fits. To be on the save side I even made the barrier 50 pixel wide on the Z Axis to make sure the character does not pass it without hitting it however the collision does no trigger…
Could there be a problem if I attach an object with collision to a different object as child ?