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Question by Student Juice · Jun 04, 2013 at 05:34 PM · collisionmultipleclones

collison on trigger for multiple clones

when pressing GUI button it makes a unit (clone of prefab), this unit walks untill it has made contact with a enemy unit then the speed stops. Now if i create it again and another enemy unit they dont stop. how can i make this happen at the moment they just pass through each other?

 function OnTriggerEnter (col : Collider) {
     if  (col.gameObject.tag == "Range" ){
     Debug.Log ("Hello");
     
     GameObject.Find("5(Clone)").GetComponent(ItemSpeed1).Slow();
     
         } 
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Answer by darthbator · Jun 04, 2013 at 05:48 PM

I'm a little confused as to what your issue is. The second clone doesn't stop?

For one thing you do not have to do this.

GameObject.Find("5(Clone)").GetComponent(ItemSpeed1).Slow();

You have the collider you should access the gameObject like that. Also if you're not caching the component and you just want to call a method you might as well use send message! So

col.SendMessage("Slow");

will be more efficient and will ensure you always are acting on the clone FROM the collision and not every object named 5(clone).

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avatar image Student Juice · Jun 12, 2013 at 06:24 PM 0
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ok sorry i will try to explain more.....

I have a button that creates a unit, when it comes into contact with the enemy i want it to stop ("slow") and then fire.

the unit has a empty game object which is called range and that has the collision script on it!

so ive changed and i get this:

Send$$anonymous$$essage Slow has no receiver! UnityEngine.Component:Send$$anonymous$$essage(String)

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