this is what i have at the mo
public class FakeCollider : MonoBehaviour {
public GameObject m_realcolliderObject;
private GameObject m_triggerObject;
void Start()
{
Instantiate(m_triggerObject, m_realcolliderObject.transform.position, m_realcolliderObject.transform.rotation);
m_triggerObject.gameObject.AddComponent<BoxCollider>();
m_triggerObject.collider.isTrigger = true;
m_triggerObject.GetComponent<BoxCollider>().size = m_realcolliderObject.GetComponent<BoxCollider>().size;
m_triggerObject.GetComponent<BoxCollider>().center = m_realcolliderObject.GetComponent<BoxCollider>().center;
}
Vector3 m_position = new Vector3(0,-100,0);
// Update is called once per frame
void Update ()
{
m_triggerObject.transform.rotation = m_realcolliderObject.transform.rotation;
//m_position
m_position.x = transform.position.x;
m_position.z = transform.position.z;
m_position.y = 20;
m_triggerObject.transform.position = m_position;
}
}
the idea is that i create a plain gameobject athe the same place as the other game object , create a collider , assign the same size and postion of the collider , make it a trigger and offset it each update to position.y = -100;
it gives a null refernce for the Instanceate.
i have tryed
m_realcolliderObject.AddComponent<GameObject>();
but it does not like this eaither
any ideas please?