hi,
I’m having some problems with collisions and they way it triggers stuff.
basically, I want to be able to test if a collision takes place between a box collider and a mesh collider, and if so, then it will change a variable on the script on the mesh object which will do a bunch of stuff, and then destroy the mesh object.
I’ve managed to get this working, in that when an event happens, the box collider moves, it hits the mesh and a triggerevent happens which changes a variable on the mesh, and that then sets in play the events that lead to the mesh being destroyed.
my problem is, i just tried it with multiple meshes, figuring that the collision would trigger the script on all instances, but it doesnt, it triggers one at a time in the order the meshes were instantiated…
so, I’m at a loss as to how to make it call all of them at the same time.
Heres the code from my trigger collider.
function OnTriggerEnter (other : Collider) {
if(other.gameObject.tag == "Colonist"){
var script = other.gameObject.GetComponent("Colonist");
script.colonistdie=true;
}}
any suggestions? I’m probably missing something simple, but i’ve been working on this for a while now and it’s starting to fry my brain ![]()