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Question by DukeNuke3m · Sep 09, 2018 at 10:28 AM · 2dcollider2ddrag-and-drop

Collider not working properly

I was creating a game where you drag a object from one side to the other using mouse

I made it working well until I wanted to destroy it if the object is not the one it needs to go to

I found out that it registers pointer that has collider first, and as its not right object, it destroy object that I dragged. I found out by testing with Debug.Log and it destroys it before it sets it, which is weird

How can I change the order of colliders object is detecting?

This is in my OnTriggerStay2D function

if (Input.GetMouseButtonUp(0))

     {
         if (col.tag == "Position")
         {
             if (col.GetComponent<ImePass>().NameReturn== GetComponent<SpriteRenderer>().sprite.name)
             {
                 this.transform.parent = col.transform;
                 SetIt();
                 Debug.Log("Set it");
             }
             else if (GetComponent<Collider2D>().enabled)
                 Destroy(gameObject);
         }
         else if (col.tag != "Position" && GetComponent<Collider2D>().enabled && this.transform.parent.tag != "Position")
         {
             Destroy(gameObject);
             Debug.Log("Destroy it cause its no position");
         }


I did so much in if because I wanted to secure it and I tried with many things until I didn't use the debug log and saw that it first detects the mouse collider

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avatar image DukeNuke3m · Sep 09, 2018 at 10:30 AM 0
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I also disable collider if it gets to the position, that's inside SetIt() function

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