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Question by regeondevelopmentstudio · Feb 22, 2021 at 01:49 PM · 2d

Is there any way to make the same script handle the object its attached to only? ,Only one object changed by the trigger

I'm working on a 2d game where the main idea is that walls appear when the player gets next to them, and only that wall gets visible and stays that way, the problem is that every wall gets visible after getting next to one of them.

I'm using a transform in the player and an Overlapcircle, which if collides with the layer of a wall, makes it visible, but I can't seem to figure out what causes the other walls to go visible too, the circle for sure not too big.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Wall : MonoBehaviour { public SpriteRenderer spriteRenderer; public Sprite newSprite; public Sprite Invisible; public Transform movePoint;

 public LayerMask whatStopsMovement;



 void Start()
 {
     spriteRenderer.sprite = Invisible;
 }

 // Update is called once per frame
 void Update()
 {

     if (Physics2D.OverlapCircle(movePoint.position, .5f, whatStopsMovement))
     {
         base.spriteRenderer.sprite = newSprite;
     }

     if (Physics2D.OverlapCircle(movePoint.position, .5f, whatStopsMovement))
     {
         base.spriteRenderer.sprite = newSprite;
     }

 }

},Hey I'm working on my somewhat first project, and I have a wall script. The idea is when the player moves next to the wall it appears, but only that single wall, and the problem lies here. When I go next to any wall, everywall gets visible. I'm using the same script for every piece of Wall, and the trigger is based on a wall layer and an Overlapcircle check.

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