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Question by piecewise13 · Jul 07, 2017 at 01:02 AM · c#arraytransform.forward

how to get the GameObject[] that my player touching

I have this script

 if (collision.gameObject == convey[0])
         {
             pointCube.transform.Translate(convey[].transform.forward * speed);
         }

How do i get the convey[] number that the pointCube gameobject is touching, then get the forward vector of that convey[]?

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avatar image RobAnthem · Jul 07, 2017 at 01:17 AM 0
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Collision detection only works for 1 object at a time. So what do you mean the convey number? You seem like you already know how to access the forward transform of a collision object.

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Answer by Cornelis-de-Jager · Jul 07, 2017 at 02:05 AM

Use the Unity inbuilt function:

 // If the object is a trigger
 void OnTriggerEnter (Collider other) {
 
 }
 
 // If the object is not a trigger
 void OnCollisionEnter (Collision other) {
 
 }

Then inside the function oyu want/ or both write:

 // Check if it is the object I want
 if (other == objectIAmLookingFor) {
      // Get the forward transform         
      Vector forwardVec = other.transform.forward;
 
      // Do with the forwardVec what you want
     DoSomethingWithVec (forwardVec);
 }
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Answer by toddisarockstar · Jul 07, 2017 at 09:46 PM

 int i=convey.Length;
 while(i>0){i--;
  if (collision.gameObject == convey[i])
          {print("my convey number is "+i);
              pointCube.transform.Translate(convey[i].transform.forward * speed);
          }}
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Answer by aldonaletto · Jul 07, 2017 at 11:49 PM

If you only need to know whether the object hit is one of the convey[] elements, do the following:

 void OnCollisionEnter (Collision other) {
     GameObject hitObj = other.gameObject; // hitObj = the game object we collided with
     foreach (GameObject conveyElement in convey){ // search it in the convey array
         if (hitObj == conveyElement){ 
             // if hitObj found in convey[], get its forward direction directly from it
             pointCube.transform.Translate(hitObj.transform.forward * speed);
             return; // and bye bye
         }
     }
 }

Another solution would be to create a specific tag ("convey") and assign it to all objects you're currently listing in convey[] (you would not need this array anymore).

 void OnCollisionEnter (Collision other) {
     GameObject hitObj = other.gameObject; // hitObj = the game object we collided with
     if (hitObj.CompareTag("convey")){ // is it an object tagged "convey"?
         // yes, get its forward direction directly from it
         pointCube.transform.Translate(hitObj.transform.forward * speed);
     }
 }

But if you really need to know the index of the hit object in the convey[] array, use @toddisarockstar answer.

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