The problem arises from Unity's triggers being meant to be more or less stationary. If certain objects move while the other doesn't, the methods of Enter, Exit etc may not be called.
Once it’s done, interact with whatever item is assigned to the targeted item variable. But, this may also depend on how you’re determining if something is within range. So I have a class on the player that now adds any interactables to a list when the player gets close enough.
I'm having an odd issue in my implementation of distance based objectinteraction in Unity. Basically it's a simple "Press [key] to [search/pickup/open/etc]" function which requires the player to be within a certain distance of the object before interaction is allowed (via mouse over).
The following are 2 scripts that I have written to allow a user using a first person camera in Unity to interactwith "intractable" objects. Right now, the code doesn't do much, it's really just a template.
In order to do logic on whenobjectsarenear to each other you would first have to calculate the distance to every object that you are interested in. You could either do this in each object itself in a script or have one script that tracks all of them. Option 1: One script tracking all objects.
Alongside a few OnTriggerEnter effects I have to include, I wanted a few objects that are interactive when the player clicks on them. Specifically I have a lightswitch and a box.
As a concrete example, you may be able to break player movement down into several discrete steps (or events) that can be observed by other parts of the application.
Okay guys, I’m totally new to the C# language and had hours and hours of trying to solve my problem. As the thread shows its about proximity to an object, which triggers a popup menu like:
To make some objects collide and others ignore you can use Layer Overrides of the colliders. First create a layer for the objects that will only trigger and not interact. Then set all of the objects you want to be only in trigger mode to the layer you created.
Overview Unity's component-oriented design works by adding multiple components (scripts, Rigidbody, Colliders, etc.) to a single GameObject, with these components working together to create functionality. For example, a PlayerController script on a "Player" object manipulates the Rigidbody attached to the same object to move the character. GetComponent<T>() is essential for "using ...