So I have a game where I shoot a bubble to try and get gems by bouncing it off obstacles. One of the side objects is to also collect coins which enable bonus things to be unlocked in a shop, and I want to add a visual reward for getting the coin. The way I want to do this is to enabled a trail renderer once it hits the coin which is a trigger. I have the trail renderer added as a component to the bubble but unchecked. I then have this code
function OnTriggerEnter (col : Collider){
Destroy (col.gameObject); //destroy the coin
bubble = GameObject.findWithTag("Bubble");
foreach (Component c in bubble.GetComponentsInChildren(typeof(Renderer)))
if(c.name.Contains("Trail"))
TrailRenderer.renderer.enabled = true;
}
attached as a scrip to the bubble to enable the trail renderer once it hits the coin. The coin being the only trigger for the moment. The coin destruction part works, but I can’t seem to get enabling trail renderer part to work. Any help on how to code it correctly are appreciated. Thanks in advance.
Not sure if I got the question right, or if this is the problem. But I think the problem with your code is this:
if(c.name.Contains("Trail"))
TrailRenderer.renderer.enabled = true
If you want to use an if-statement without {} you need to make sure that the stuff you want to happens is directly underneath the if. Like this:
if(c.name.Contains("Trail"))
TrailRenderer.renderer.enabled = true
;
If that does not work, post again and I can have another look.
I don’t know what the foreach is for in your code…
Can’t you just do:
bubble.GetComponent(TrailRenderer).enabled = true;
1 Like
I changed it to this, but it still doesn’t work.
function OnTriggerEnter (col : Collider){
Destroy (col.gameObject); //destroy the coin
bubble = GameObject.findWithTag("Bubble");
bubble.GetComponent(TrailRenderer).enabled = true;
}
As its not failing when getting the component I will assume that is happening correctly and I take it that the bubble is moving to create the trail
Maybe post a shot of the inspector view on this gameobject so we can see if a setting is wrong
here are screenshots of the inspector view.
Nothing seems to be jumping out as wrong looking at your inspector … I even made a quick project with similar setup and it worked fine
1632035–100544–$New Unity Project.zip (132 KB)
1 Like
How would I do this
m_trail = GetComponent<TrailRenderer>();
in javascript?