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Question by chosendeath · Aug 16, 2013 at 11:14 AM · animationrigidbodycolliderkinematicangry bots

A question about the Angry Bots demo.

Okay, so I'm trying to learn some tricks from the Angry Bots demo. I'm stuck on studying the doors in the beginning of the level, that open when you walk near them. I get the whole SignalSender and TriggerOnTag, but what I'm stumped on is how the door collider gets disabled or whatever to let the player through. The signal sender affects the animation and sound, I don't see any reference at all to the door collider. The best I guess I have is that in the Animation component of MainExteriorDoor, since "Animate Physics" is checked and the door collider has a kinematic rigidbody, this allows the animation of the door to adjust the collider or something? I'm kinda new to rigidbodies and animation so can someone tell me if this is correct?

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avatar image whydoidoit · Aug 16, 2013 at 11:15 AM 0
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Haven't looked for a while but you can check by viewing the scene view in the editor when the door opens. I seem to remember the animation moves the collider out of the way.

avatar image whydoidoit · Aug 16, 2013 at 11:15 AM 0
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In the editor colliders for the currently selected object tree are drawn as green wireframe cubes.

avatar image chosendeath · Aug 16, 2013 at 07:26 PM 0
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Yeah, the collider is a separate GameObject attached as a child to the main door, but when I run it and look at it in the scene view as the door is opening, nothing seems to be happening... it's not getting disabled or anything. I just think that it has something to do with animate physics, like somehow the animation adjusts the collider invisibly.

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