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Question by TofuKat · Oct 07, 2015 at 07:01 AM · nested

Nested Colliders

I am trying to make a game, like many here, and the problem I am facing is that there are nested colliders messing up the program. For example, I have a huge collider that detects if the player is in it. When the player is detected, the room starts to grow dim. Great, however, there is another collider like a door inside the huge collider. Whenever the player goes in the door collider, the room doesn't grow dim.

I think that the problem is these two functions. I have been suggested to ditch the functions and code without colliders by setting up the boundaries manually, but i dont wanna T_T any suggestions?

  void OnTriggerEnter2D(Collider2D col)
     {
         //if player colliders with an enemy and is not hidden
         if (col.gameObject.tag == "PatrolEnemy" && hide == false)
         {
             //player is dead
             isAlive = false;
             //prevent player from moving
             normalSpeed = 0f;
         }
 
     }
 
 
     //allows actions when staying within collision area
     void OnTriggerStay2D(Collider2D col)
     {
 
         {
 
             if (col.gameObject.tag == "PlayerDetection1")
             {
                 fadingCanvas1 = true;
             }
             else
             {
                 fadingCanvas1 = false;
             }
 
             if (col.gameObject.tag == "PlayerDetection2")
             {
                 fadingCanvas2 = true;
             }
             else
             {
                 fadingCanvas2 = false;
             }
 
             if (col.gameObject.tag == "PlayerDetection3")
             {
                 fadingCanvas3 = true;
             }
             else
             {
                 fadingCanvas3 = false;
             }
         }

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