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Question by Slameskater · Mar 22, 2013 at 06:57 PM · collisiongameobjectrigidbodycolliderkinematic

Make isKinematic false when touching a Collider?

I have an issue with my javascript, I want to make non-kinematic an GameObject when another GameObject touch it but not$$anonymous$$ng happen, no error, etc. T$$anonymous$$s is my Script :

 var target : Transform;
 var bullet : Transform;
 
 function OnCollisionStay(collisionInfo : Collision) {
         if(collisionInfo.gameObject == 'Bullet') {
         var rb : Rigidbody;
          rb = target.GetComponent(Rigidbody);
          rb.isKinematic = false;
         }
 }

thanks for helping me.

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avatar image murkantilism · Mar 22, 2013 at 07:37 PM 0
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What's the issue? Is there an error message? Does nothing happen?

Could you post a screen shot of inspector information for the gameObject this script is attached to?

avatar image robertbu · Mar 22, 2013 at 07:51 PM 0
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I see a couple of problems here, but nothing that should keep the code from working. First OnCollisionStay() gets called each frame during a collision. OnCollisionEnter() would work better. And you don't have to use GetComponent() to get the Rigidbody.

 #pragma strict
 
 var target : Transform;
 var bullet : Transform;
  
 function OnCollisionEnter(collisionInfo : Collision) {
        if(collisionInfo.gameObject == 'Bullet') {
         target.gameObject.rigidbody.isKinematic = false;
        }
 }

But as far as I can see you code should work. What is happening?

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Answer by Owen-Reynolds · Mar 23, 2013 at 01:03 AM

Try t$$anonymous$$s for reference (3rd on a Search "unity oncollisionenter"): http://answers.unity3d.com/questions/18873/oncollisionenter.html

gameObject==Bullet isn't quite right, and that shows how to fix. You'd have to set your bullets to be tagged (the Unity docs explain t$$anonymous$$s pretty well, and tags are useful.) Or, look for a version that uses ".name". But then carefully check the bullet names -- they may be "Bullet(clone)" if you are spawning them.

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