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Question by Quakeee · Mar 30, 2016 at 08:28 PM · collidersgetcomponent

Dont know how to use getComponent, even after reading documentation..

I am trying to use a Box Collider to make a sphere float as soon as it enters.. I used the following code for the triggerBox:

 public float hoverForce = 5f;

 void OnTriggerStay( Collider other ){
     other.GetComponent<Rigidbody>().AddForce( Vector3.up * hoverForce, ForceMode.Acceleration);
 }

However, when I press play, the sphere falls down on top of the box, but stays on top of it. Any suggestions on how I can make it work properly? Thank you in advance!

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Answer by Doireth · Mar 30, 2016 at 08:30 PM

OnTriggerStay only works on colliders marked as triggers. If the sphere stays on stop of the box, it's not a trigger. Triggers don't "physically" impede movement.

Use OnCollisionStay or change the boxes collider to a trigger (assuming the above code is in a script attached to the box)

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avatar image Quakeee · Apr 01, 2016 at 06:56 PM 0
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Any advice on using get component?

for example, when I refer to 'light.intensity = 0f;' unity says it is obsolete. What should I write instead?

avatar image Doireth Quakeee · Apr 01, 2016 at 07:03 PM 0
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Unity's API changed a lot over the past year and made certain references (such as light) obsolete. You could inside do something like:

 public class Example {
     Light light; // refernce to use later
 
     void Start() {
         light = GetComponent<Light>(); // fill the reference
     }
 
     void Update() {
         if(Input.GetKeyDown(KeyCode.L)) {
             light.enabled = !light.enabled; // use the reference
         }
     }
 }
avatar image Quakeee Doireth · Apr 01, 2016 at 07:10 PM 0
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Thank you very much! You have been so helpful. ++ Here a little code I wrote for you:

 for(x=0;x<1337;x++){
     print("Thank you very much!");
 }
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