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1
Question by AbdulSammad · Jul 04, 2015 at 12:19 PM · unity 5destroytutorialspace shooterasteroids

Space Shooter Asteroids Not Being Destroyed

I downloaded unity 5 and completed Roll a Ball tutorial,Then I started the Space Shooter project,Everything went fine until step 9-Creating Hazards. I made the asteroid and written the scripts according to the video tutorial and it was tumbling fine but isn't being destroyed. when I shoot the laser,the laser get pasts it and nothing happens to the laser and asteroid. Help Me!

These are the scripts:

DESTROY BY CONTACT:

 using UnityEngine;
 using System.Collections;
 
 public class DestroyByContact : MonoBehaviour
 {
     void onTriggerEnter(Collider other) {
         if (other.tag == "Boundary") 
         {
             return;
         }
         Destroy(other.gameObject);
         Destroy(gameObject);
     }
 }
 


MOVER:

 using UnityEngine;
 using System.Collections;
 
 public class Mover : MonoBehaviour 
 {
     public float speed;
 
     void Start ()
     {
         GetComponent<Rigidbody>().velocity = transform.forward * speed;
     }
 }
 



PLAYER CONTROLLER:

 using UnityEngine;
 using System.Collections;
 
 [System.Serializable]
 public class Boundary
 {
     public float xMin, xMax, zMin, zMax;
 }
 
 public class PlayerController : MonoBehaviour 
 {
     public float speed;
     public float tilt;
     public Boundary boundary;
 
     public GameObject shot;
     public Transform shotSpawn;
     public float fireRate;
 
     private float nextFire;
 
     void Update ()
     {
         
         if (Input.GetButton("Fire1") && Time.time > nextFire)
         {
             nextFire = Time.time + fireRate;
 //            GameObject clone = 
             Instantiate(shot, shotSpawn.position, shotSpawn.rotation); //as GameObject;
         }
     }
     void FixedUpdate ()
     {
         float moveHorizontal = Input.GetAxis ("Horizontal");
         float moveVertical = Input.GetAxis ("Vertical");
         
         Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
         GetComponent<Rigidbody>().velocity = movement * speed;
         
         GetComponent<Rigidbody>().position = new Vector3 
             (
                 Mathf.Clamp (GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax),
                 0.0f,
                 Mathf.Clamp (GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)
                 );
         
         GetComponent<Rigidbody>().rotation = Quaternion.Euler (0.0f, 0.0f, GetComponent<Rigidbody>().velocity.x * -tilt);
     }
 }
 


RANDOM ROTATOR:

 using UnityEngine;
 using System.Collections;
 
 public class RandomRotator : MonoBehaviour
 {
     public float tumble;
 
     void Start ()
     {
         GetComponent<Rigidbody>().angularVelocity = Random.insideUnitSphere * tumble;
     }
 }
 


DESTROY BY BOUNDARY:

 using UnityEngine;
 using System.Collections;
 
 public class DestroyByBoundary : MonoBehaviour
 {
     void OnTriggerExit(Collider other) {
         Destroy(other.gameObject);
     }
 }
 





I am not getting any errors and I'm using Unity 5.

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Answer by GabeGabe · Jul 04, 2015 at 12:44 PM

I didn't see the video but I think you just forgot to add a Collider to the asteroid or to the laser. (on the inspector)

If you added it then you didn't tick the "Is Trigger" box.

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Answer by nds2123 · Jul 08, 2015 at 07:39 AM

I believe your problem will be fixed if you change the capitalization to "OnTriggerEnter" (That's what worked for me!)

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avatar image Yuutje · Jul 06, 2016 at 05:20 PM 0
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I already did that and it didn't work. Also you can here that tip in the video.

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Answer by malikmajali · Oct 12, 2016 at 02:26 PM

@AbdulSammad Make sure that the name of the scripts in your (Assets/Scripts) folder matches the name of your classes in your code. it is case sensitive.

Let us know if this worked.

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