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Question by EmPautaGames · May 31, 2018 at 03:17 PM · scripting problem

(NOOB QUESTION) ZIGZAG game platform drop

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Platform : MonoBehaviour {
 
 void OnTriggerEnter(Collider col)
     {
         Debug.Log("Funçao de colisao iniciada");
         if (col.gameObject.tag == "Player")
         {
             Debug.Log("FallDown Called");
             Invoke("FallDown", 0.6f);
         }
     }
 
     private void FallDown()
     {
         this.GetComponentInParent<Rigidbody>().isKinematic = false;
       
     }
 }

I wanna make the platform triggered drop after "0,6f" but only those whom i've passed on top. But now when I trigger the first platform the new that are been create are born with isKinematic = false, I don't want that. I need that only the platform thats been trigger drop.

alt text

2018-05-31.png (237.8 kB)
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avatar image MT369MT · May 31, 2018 at 03:30 PM 0
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Hi, it is strange... are you sure that your platform prefabs have Is$$anonymous$$inematic = false? If yes how do you instantiate your platforms?

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Answer by bitsacpce · Jun 03, 2018 at 01:19 PM

Hey @EmPautaGames , I built a similar game last week.. This is the configuration for my platform. I have set iskinematic true and kept isgravity false.

alt text

and this is the code.

 private void OnTriggerExit(Collider other)
 {
     if(other.gameObject.tag == "Ball")
     {
         Invoke("FallDown", 0.5f);
     }
 }

 void FallDown()
 {
     GetComponentInParent<Rigidbody>().useGravity = true;
     GetComponentInParent<Rigidbody>().isKinematic = false;
     Destroy(transform.parent.gameObject, 2f);
 }

let me know if this works for you. Cheers and happy coding.


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Answer by EmPautaGames · Jun 19, 2018 at 01:35 PM

@bitsacpce I tried your way, but the same problem keeps happening. All new instances of the platform are being created with isKinematic = false and useGravity = true. Also notice that the ball starts to slow down after a while.

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