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Question by TBART82 · Apr 05, 2016 at 05:19 AM · scripting problemcollisioncollidertriggerplayer

2D Platformer - Picking Up Items & Storing Them C#

Hello, I would like some help with an issue w$$anonymous$$ch I have been having. I have created a 2D Platformer, and what I am trying to arc$$anonymous$$ve is that when the player has collided with somet$$anonymous$$ng, the item is stored and can be used. I have absolutely no idea on how to do t$$anonymous$$s so any help will be very much appreciated. If t$$anonymous$$s was confusing to understand, here is clearly what I need help with:

*When player is on, near or close to an object, when a button gets pressed for example 'KeyCode.E', then the item is destroyed, but gets stored in an inventory/or place where the player is able to access t$$anonymous$$s.

For example: The player walks up to an apple (REMEMBER T$$anonymous$$s is a 2D Platformer), and the KeyCode 'E', is pressed. The apple is to be destroyed from the scene, but becomes stored in an inventory system w$$anonymous$$ch keeps count of how many apple/s there are available, and when the player pressed the KeyCode 'P', the Players apple in the inventory count system is deleted!

Hope t$$anonymous$$s explains t$$anonymous$$ngs well enough for anyone to give me a hand. Thank you so much to anyone who try's to help me. Much Thanks Appreciated,

Regards, Trent!

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Answer by PerfectClick · Sep 16, 2022 at 06:42 AM

There is no issue, these are features that you want to ac$$anonymous$$eve. Use trigger on an item.

https://docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html

When player collider setActive false the object, increase the count for inventory and store it into PlayerPrefs.

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