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Question by awplays49 · Feb 14, 2015 at 12:48 PM · gravitygungunsfalling-through-floor

Gun going through floor when dropping?

hi, i made a gun system but when i drop a gun it falls through the terrain. anything i need to explain further ill be around, heres my code, however im not sure it has to do with my code. ill also leave my project for people to have a peek.

 using UnityEngine;
 using System.Collections;
 
 public class Gun : MonoBehaviour {
 
     public GameObject Weapon1Get;
     public GameObject Weapon2Get;
     private GameObject WeaponDropped;
 
     void OnMouseDown () {
         Debug.Log ("YES");
         WeaponDropped = Weapon1Get.GetComponent <Weapon1> ().CurrentWeapon;
         WeaponDropped.collider.enabled = true;
         WeaponDropped.rigidbody.detectCollisions = true;
         collider.enabled = false;
         rigidbody.detectCollisions = false;
         Weapon1Get.GetComponent <Weapon1> ().CurrentWeapon = gameObject;
     }
 
     void OnCollisionEnter (Collision Col)
     {
         if (Col.gameObject.tag == "Player")
         {
             Physics.IgnoreCollision (collider, Col.gameObject.collider);
         }
     }
 }


https://drive.google.com/file/d/0B2ZiQtohl3tmdXpXVmRNNmxSTTQ/view?usp=sharing

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avatar image awplays49 · Feb 14, 2015 at 01:13 PM 0
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Also as you can see at the bottom of the code, i thought maybe the players collision with the gun was the problem but its not.

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Answer by ddulshan · Feb 14, 2015 at 01:48 PM

Try Weapon1Get.collider.enabled = true and Weapon1Get.rigidbody.detectCollisions = true; Instead what you've already written.

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avatar image awplays49 · Feb 14, 2015 at 02:59 PM 0
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i tried that. the reason i did this ins$$anonymous$$d is because it didnt work. @DragonWarrior_Dnw_

avatar image awplays49 · Feb 14, 2015 at 03:00 PM 0
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and now i have a code that just makes it ignore collision with player when its the gun.

avatar image awplays49 · Feb 14, 2015 at 03:09 PM 0
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my new code, after modifying it:

 using UnityEngine;
 using System.Collections;
 
 public class Gun : $$anonymous$$onoBehaviour {
 
     public GameObject Weapon1Get;
     public GameObject Weapon2Get;
     public GameObject PlayerGet;
 
     public bool IsStarterGun;
 
     void Start () {
         if (IsStarterGun == true)
         {
             Physics.IgnoreCollision (collider, PlayerGet.collider, true);
         }
     }
 
     void On$$anonymous$$ouseDown () {
         Physics.IgnoreCollision (collider, PlayerGet.collider, true);
         Weapon1Get.GetComponent <Weapon1> ().CurrentWeapon = gameObject;
     }
 
     void OnCollisionEnter (Collision Col) {
         if (Col.gameObject.tag == "Surface" && Weapon1Get.GetComponent <Weapon1> ().CurrentWeapon != gameObject)
         {
             Physics.IgnoreCollision (collider, PlayerGet.collider, false);
         }
     }
 }
 

avatar image awplays49 · Feb 14, 2015 at 03:14 PM 0
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im changing it back though

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