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Question by Chizukoo · Oct 26, 2018 at 01:53 PM · triggerprefabscollider2d

Delete boxcollider2D(Trigger)

In my game I have several poles where you spawn back at death. I want to find out where to spawn the player(which pole). So I made an int which adds up when a player walks by it, it adds up. This way I'll know which pole to spawn them back at.

But because it's a trigger which stays, every time the player gets back there it keeps adding up, also when they walk over it several times it keeps adding up obviously.

So how do I delete the collider of a prefab (the poles)?

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avatar image Chizukoo · Oct 26, 2018 at 03:17 PM 0
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Fixed it without the Int, was a bad idea. Here the solution for people with the same ideas/problems:

(First I clicked: break Prefab Instance, to make them seperate)

Script Poles:

private void OnTriggerEnter2D(Collider2D collision) {

     if (collision.gameObject.tag == ("Player"))
     {
         Destroy(gameObject.GetComponent<BoxCollider2D>());
     }

 }



Script Player:

Vector3 polePos;

private void OnTriggerEnter2D(Collider2D collision) {

     if (collision.gameObject.tag == "Pole")

     {
        polePos = new Vector3 (transform.position.x, transform.position.y, transform.position.z);
     }


private void OnCollisionEnter2D(Collision2D collision) {

     if (collision.gameObject.tag == "died")

     {
        transform.position = polePos;
     }

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Answer by hexagonius · Oct 26, 2018 at 03:26 PM

you can simply call:

 Destroy(GetComponent<Collider>());

on the instance

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