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Question by ushouldhirejb · Jun 13, 2014 at 10:52 AM · collisionguigameobjectplayer

How do I stop an immediate collision with all objects from ocuring at the entry of game mode?

T$$anonymous$$s is the simple script I'm running..

var GUI : GUITextExample; var Player : Transform;

function Start () {

GUI = GameObject.FindWithTag("GUI").GetComponent(GUITextExample);

}

function OnCollisionEnter(collision : Collision) {

if(collision.transform == Player); GUI.Counter += 1;

if(collision.transform == Player); Destroy(gameObject, 2); }

If I put out a bunch of objects, lets say 5 cubes with t$$anonymous$$s script attached, as soon as I enter gamemode the counter will increase by 5 & 2 seconds later all of the cubes will be destroyed. If I turn off the destroy call then the counter still jumps to 5 but the script & counter work fine after that counting all of the player/cube collisions. Its like player throws out an immediate collision at start to everyt$$anonymous$$ng and then the script & counter work fine? I tried moving t$$anonymous$$s line..

GUI = GameObject.FindWithTag("GUI").GetComponent(GUITextExample); under the OnCollisionEnter function but that didn't make a difference.

I also tried t$$anonymous$$s with no luck.

var GUI : GUITextExample; var Player : Transform;

function Start () {

}

function OnCollisionEnter(collision : Collision) {

if(collision.transform == Player); GUI = GameObject.FindWithTag("GUI").GetComponent(GUITextExample); GUI.Counter += 1; }

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