I have it coded so that when the player hits the enemy, he dies. Simple. Well, the sword is parented to the player, and when I strike an enemy with it, it counts it as the parent touching the enemy and I die. I assume that’s what’s going, at least. I literally only need the child to inherit the transform of the parent. Is there a way I can specify that?
Are you positive that the sword is outside of the parent’s hit box?
Have you tried assigning tags and handling collisions this way?
Also, which object (player or enemy) handles the object destroying?
I am positive, I’ve triple checked, plus I can swing all I want as long as I don’t hit the enemy. Even striking the checkpoint flag with the sword makes the checkpoint active.
Each object’s script handles collision in it’s own script. That is, the player script is coded to destroy the player on contact with the enemy, and the enemy script is coded to destroy the enemy on contact with the sword. Is that not the best way to do things? I don’t know how to detect the collision of one object with another from a third object, but I could learn.