I have a collider on enemy to check distance from enemy to player (that’s begin chase distance), but I need one more collider, I guess, for begin attack. But if I’ll add two colliders with different radiuses and set them as triggers (checkboxes), then script would not know which collider-trigger I refer to…
so is it posssible to give names to collider-triggers for scripting purposes?
I also wanted to deactivate all colliders/triggers on enemy kill (when enemy becomes enemy corpse, I deactivate collider so I can walk over them without colliding corpses). But I can only getcomponent() of some kind, but if there are two of same kind - that’s a problem…
or there’s other way?