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Question by leonardozimbres · Jan 10, 2014 at 02:30 PM · physicscollider

Using 2 colliders inside a same GameObject

I have a turret that needs to reveive bullets, and needs to detect enemy nearby. It is possible to use a box collider for the turret body, and a sphere collider for detecting nearby enemies, both colliders as components of a same GameObject?

If yes, how may I know if one collider or another received "TriggerEnter/TriggerStay" by code?

Thanks

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Answer by Pangamini · Jan 10, 2014 at 04:45 PM

YHou can't have multiple colliders on one GameObject. What you need to do is to create separate gameObject for each collider. To receive their trigger / collision events, i'd suggest attaching a separate component to those colliders, relaying these events to gameObject of your choice. Or even better make use of events instead. This way you can create a reusable collisionListener, and the main turret component will hook to the listener events.

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avatar image robertbu · Jan 10, 2014 at 05:01 PM 2
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@Panga$$anonymous$$i - actually you can have more than one collider on a game object as long as they are different. Unfortunately for triggers, only the triggering objects gets enough information to deter$$anonymous$$e which collider is hit. That is, OnTriggerEnter() gets the collider of the 'other', so your solution of multiple game objects is simpler.

avatar image leonardozimbres · Jan 10, 2014 at 05:45 PM 0
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Looks like I still need 3 points to click on the thumbs up. Thanks Panga$$anonymous$$i! I was thinking that there would be a way, to follow with the "everything may be a component" $$anonymous$$dset. But thanks for the solution once again! I will take a good look and try it myself right now.

avatar image leonardozimbres · Jan 10, 2014 at 06:50 PM 0
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And thanks for the aditional info, Robertbu!

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