I’m writing a script in C# in Unity that essentially functions as a switch to turn gravity on or off for a 2D Rigidbody. When the game starts, gravity should be 0 for the Rigidbody. Then when the user taps the space bar, gravity is supposed to increase to 3 (which is does). Then, however, when the player collides with a gameObject labeled ‘InvisGoal’, the player should teleport to another location and then gravity should be 0 again. However, the player always falls after coming in contact with InvisGoal and teleporting and I can’t figure out why. This is my first project in C# so sorry for any obvious errors… The script is here:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BallLaunch : MonoBehaviour {
private Rigidbody2D myRigidBody;
public GameObject Ball;
// Use this for initialization
void Start ()
{
myRigidBody = GetComponent<Rigidbody2D> ();
GetComponent<Rigidbody2D>().gravityScale = 0f;
}
// Update is called once per frame
void Update ()
{
if (Input.GetButtonDown ("Jump"))
{
GetComponent<Rigidbody2D> ().gravityScale = 3f;
}
}
void OnTriggerEnter2D(Collider2D other){
if (other.tag == "InvisGoal")
{
Ball.gameObject.GetComponent<Rigidbody2D>().gravityScale = 0f;
transform.position = new Vector3 (0.61f, 1.18f, 0f);
return;
}
}
}