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Question by Golan2781 · Dec 27, 2012 at 01:54 PM · collisioncollidertriggerchild

Extracting child trigger from compound collision

Hi all! I'm working on a shooter/space fighter game and practically all my objects are supposed to have different 'layers' of colliders, each representing slightly different functionality - t$$anonymous$$nk of hull and s$$anonymous$$elds. Each individual layer is made up of several colliders, e.g. the current dummy enemy has three hull colliders.

Now, my problem is that I need to know what was $$anonymous$$t so that I can consolidate it in a health function/object. E.g. a $$anonymous$$t to the engines is supposed to trigger a different effect and the s$$anonymous$$eld itself is made of two layers of w$$anonymous$$ch only one can regenerate; there's also an additional trigger collider not used for health calculations at all.


My favored approach is to have a single script at root that gathers all $$anonymous$$t information. For the hull/armor, I can extract the collider from the Collision provided by Collider.OnCollisionEnter with no problem and read its tag. The s$$anonymous$$elds are just triggers however (as they react 'manually' to physics) and Collider.OnTriggerEnter will only supply the other collider so I cannot look up what layer was $$anonymous$$t!

My other approach was applying a script to every single collider/trigger c$$anonymous$$ld object and have them report back to a single script at root. T$$anonymous$$s did not work for the individual colliders (only the object carrying the rigidbody used OnCollisionEnter); w$$anonymous$$le it did work for the triggers, the setup was rather tedious to say the least.


If possible in any way, I'm looking for a solution that implements only a single method for extracting information from both triggers and colliders. Most objects will not be implemented by me, so w$$anonymous$$le using a mix would technically work, the complexity and interdependencies seem like a guarantee for unwanted bugs too to incorrect setup.

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