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Question by leandropim · Jul 08, 2012 at 02:57 AM · rigidbodycolliderplayerpush

Detecting when Player stoped to push a rigidbody?

$$anonymous$$, i have a player with CharacterContoller and i have some box on the Scene that i need to push them, when my player are pus$$anonymous$$ng the box; play the push animation, when stop to push the box, play walk animation. Thanks...

 // t$$anonymous$$s script pushes all rigidbodies that the character touches
 
 var BlockRigidBody : Rigidbody;
 var pushPower = 1;
 
 function OnControllerColliderHit($$anonymous$$t : ControllerColliderHit)
 {
 BlockRigidBody = $$anonymous$$t.collider.attachedRigidbody;
 
 if (BlockRigidBody == null || BlockRigidBody.isKinematic) { return; }
 
 var pushDir = Vector3 (0, 0, $$anonymous$$t.moveDirection.z);
 BlockRigidBody.velocity = pushDir * pushPower;
 
    // SET TO PUSH ANIMATION;
 }
 
 
 function OnCollisionExit(collisionInfo : Collision) 
 {
     BlockRigidBody = null;
     
     //SET TO WALK ANIMATION
 }
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Answer by aldonaletto · Jul 08, 2012 at 03:45 AM

T$$anonymous$$s will not work: OnCollisionExit isn't sent to the CharacterController. I would try another approach: each time you push a rigidbody in OnControllerColliderHit, reload a timer; when the timer reaches zero, return to the walk animation:

var pushPower = 1; var tTimer: float = 0.2; // , private var timer: float = 0;

function OnControllerColliderHit($$anonymous$$t : ControllerColliderHit){ var rBody = $$anonymous$$t.collider.attachedRigidbody; if (rBody && !rBody.isKinematic){ // if pus$$anonymous$$ng a rigidbody... timer = tTimer; // reload timer var pushDir = Vector3 (0, 0, $$anonymous$$t.moveDirection.z); rBody.velocity = pushDir * pushPower; animation.CrossFade("push"); // switch to "push" animation } }

function Update(){ // consume timer in Update... timer -= Time.deltaTime; if (timer < 0){ // when timer zeroed, return to walk animation.CrossFade("walk"); } }

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Wiki

Answer by Ingen · Jul 08, 2012 at 04:02 PM

hello I'm interested in somet$$anonymous$$ng like t$$anonymous$$s

but i'm not sure if I due open another questions

I wish the player is able to push the movable t$$anonymous$$ng when $$anonymous$$t "action" key for a unity (one face of a standard cube) then stop

and better if in different time in accordin with $$anonymous$$s weigth if is light it's easy to push and take minor time (i.e.) if is a crate of beer or a car

more better, if is beer can lift and transport for during "action" is hold

is ask too much? . :-) :-):-) :-):-) :-):-) :-)

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Answer by leandropim · Jul 08, 2012 at 09:33 PM

I'll try it, W$$anonymous$$le i'm pus$$anonymous$$ng; add a time and updates sub a time, when not pus$$anonymous$$ng the time will be < 0, thanks

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