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Question by DanTCW_Gaming · Apr 29, 2020 at 09:43 AM · enemydamagehealth-deduction

How do I get the enemies to damage the player?

It used to work. But then I swapped what I had for a Player to a FirstPersonController for menu reasons. Then I entered the main scene to find out that the enemies no longer damage the player.

using UnityEngine;

public class SendDamage : MonoBehaviour { public int damage;

 private int setDamage;

 private void Start()
 {
     damageOutput();
 }

 private void damageOutput()
 {
     setDamage = damage;
 }
 void OnCollisionStay(Collision other)
 {
     if (other.transform.CompareTag("Player"))
     {
         other.transform.GetComponent<PlayerDamage>().ApplyDamage(damage);
     }

}

the Enemy SendDamage Script.

using UnityEngine; using UnityEngine.UI;

public class PlayerDamage : MonoBehaviour { public Text healthPanel; public int health = 100;

 // Start is called before the first frame update
 private void Start()
 {
     healthPanel.text = health.ToString();
 }
 public void ApplyDamage(int damage)
 {
     if (healthPanel != null && health > 0)
     {
         health = health - damage;
         healthPanel.text = health.ToString();
     }
 }

}

and the Player Health script

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Answer by WoppelPoppel · Apr 29, 2020 at 08:48 PM

I have a couple of ideas:

  • Does the new player have the "Player" tag?

  • Does the new player have the PlayerDamage-script?

  • Does the new player have a collision-hitbox (not just trigger!!)?

  • Does the new player have the collision and the PlayerDamage on the same object (not a child)?

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