'how can I make the game object disappear?
when I was watching on YouTube, tutorials about endless runner on part 2, the game object wouldn't disappear when it hits the player
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Obstacle : MonoBehaviour
{
public int damage = 1;
public float speed;
private void Update()
{
transform.Translate(Vector2.left * speed * Time.deltaTime);
}
void onTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("rocket"))
{
//rocket takes damage 1
other.GetComponent<rocket>().health -= damage;
Debug.Log(other.GetComponent<rocket>().health);
Destroy(gameObject);
}
}
}
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class rocket : MonoBehaviour
{
private Vector2 targetPos;
public float Yincrement;
public float speed;
public float maxHeight;
public float minHeight;
public int health = 3;
void Update()
{
if (health <= 0)
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
transform.position = Vector2.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);
if (Input.GetKeyDown(KeyCode.UpArrow) && transform.position.y < maxHeight)
{
targetPos = new Vector2(transform.position.x, transform.position.y + Yincrement);
}
else if (Input.GetKeyDown(KeyCode.DownArrow) && transform.position.y > minHeight)
{
targetPos = new Vector2(transform.position.x, transform.position.y - Yincrement);
}
}
}
from this one https://www.youtube.com/watch?v=FVCW5189evI and I'm confused why it didn't work, can someone tell me what is wrong?
Solution 1:[1]
if you want to destroy use this, Correct Method to get the game object when collide is: other.gameObject
void onTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("rocket"))
{
//rocket takes damage 1
other.gameObject.GetComponent<rocket>().health -= damage;
Debug.Log(other.gameObject.GetComponent<rocket>().health);
Destory(other.gameObject);
}
}
Solution 2:[2]
public class megaStar : MonoBehaviour{
private Rigidbody2D rb;
private Animator _ani;
public bool canAttack = true;
[SerializeField] private Attack _attackObject;
private AudioSource _as;
public checkpoint lastCheckpoint;
public bool isDead = false;
private float _timer = 1.0f;
public float attackTimer = 2.0f;
public GameObject projectile;
public float projectileSpeed = 18.0f;
public Transform projectileAttackPoint;
public float timeDelayForNextShoot = 0.1f;
private float CONST_timeDelayForNextShoot;
// Start is called before the first frame update
void Start(){
CONST_timeDelayForNextShoot = timeDelayForNextShoot;
rb = GetComponent<Rigidbody2D>();
_as = GetComponent<AudioSource>();
_ani = GetComponent<Animator>();
_timer = attackTimer;
}
void Update(){
if (Input.GetKey(KeyCode.W))
{
rb.velocity = new Vector2(0f, 10f);
}
else if (Input.GetKey(KeyCode.S))
{
rb.velocity = new Vector2(0f, -10f);
}
else
{
rb.velocity = new Vector2(0f, 0f);
}
timeDelayForNextShoot -= Time.deltaTime;
if (Input.GetKeyDown(KeyCode.K) && timeDelayForNextShoot <= 0f){
_ani.SetBool("projectileAttack", true);
GameObject go = Instantiate(projectile, projectileAttackPoint.position, projectileAttackPoint.rotation) as GameObject;
go.GetComponent<Rigidbody2D>().velocity = new Vector2(-projectileSpeed, 0.0f);
Destroy(go, 2.0f);
timeDelayForNextShoot = CONST_timeDelayForNextShoot;
canAttack = false;
// new WaitForSeconds(1);
return;
}
}
void FixedUpdate()
{
if (!isDead)
{
Update();
}
else{
rb.velocity = Vector2.zero;
RigidbodyConstraints2D newRB2D = RigidbodyConstraints2D.FreezePositionY;
rb.constraints = newRB2D;
}
}
private void OnCollisionEnter2D(Collision2D collision){
if (collision.gameObject.CompareTag("Enemy"))
{
GetComponent<HitPoints>().TakeDamage(1);
}
}
}
Solution 3:[3]
Use SetActive instead of Destroy Function.
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("rocket"))
{
//rocket takes damage 1
other.gameObject.GetComponent<rocket>().health -= damage;
Debug.Log(other.gameObject.GetComponent<rocket>().health);
gameObject.SetActive(false);// it'll Hide GameObject instead of Destroying
// gameObject.SetActive(true);// to show again
}
}
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | zain ul din |
| Solution 2 | zain ul din |
| Solution 3 |
