• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by LethalSalad · Oct 10, 2018 at 04:37 PM · triggersparent-child

How to have children of an object with a rigidbody serve as different triggers?

I'm currently trying to create a very simple zombie-shooter-esque game for a school project. In the game, you need to fight zombies with guns. (yes I know very original.) For the hostiles, I created an empty gameobject with rigidbody that has all the coding attached, and each bodypart is a child of that main gameobject. I tried checking for each bodypart if it's hit, and then decrease the health by an appropriate amount. My current code is:

public class AI_N_hitscan : MonoBehaviour {

 public int hitPoints;
 public Transform leftLeg;
 public Transform rightLeg;

 private void LateUpdate()
 {
     if (hitPoints <= 0)
     {
         Debug.Log("he died");
     }
 }

For the main system, and

public class arm : MonoBehaviour {

 public GameObject main;

 void OnTriggerEnter(Collider bullet)
 {
     if (bullet.gameObject.CompareTag("Bullet"))
     {
         main.GetComponent<AI_N_hitscan>().hitPoints = main.GetComponent<AI_N_hitscan>().hitPoints - 1;
     }
 }

for each limb (in this case the arm). However, since the separate limbs aren't rigidbodies (only the main part is one, to prevent the bodyparts from falling off and such), I need to have "istrigger" checked for them. The issue is that the rigidbody will then ignore those bodyparts and fall through the ground. Does anyone have a way of fixing this issue? I've thought about adding a second body, which is comprised only of triggers, and not having the main body be triggers, but that probably isn't very performance-friendly

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by LethalSalad · Oct 20, 2018 at 01:57 PM

Well I ended up finding a solution. It's not the tidiest fix, but what I did was the following: I gave each limb a second collider that functions as trigger, while the first collider doesn't, which means that the limb works as trigger while also allowing it to not fall through the ground

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

92 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Hitbox child Objects (King of Fighters) 0 Answers

Pulling boxes 0 Answers

Did triggers inside loaded gameobjects break in a recent update? 0 Answers

Object Leaves Parent's Trigger During Parent Movement 2 Answers

How to pick up a game object using E 4 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges