#please help
1 messages · Page 1 of 1 (latest)
Be more specific about what you are talking about
show which object(s) have which components
and explain the hierarchy
etc..
pictures would help
Theres an object of the sword the player is holding
it has a rigidbody and a trigger collider
The main player object
(the parent to the sword)
has the script to check if collide, and character controller
there is also a child object with a trigger box collider
so here's the thing. Rigidbodies serve as sort of "delimiters" for physics objects and physics callbacks
The object that has the Rigidbody "owns" all of the colliders underneath it, unless there's another Rigidbody in there, in which case that body owns all the colliders underneath it
okay
Scripts with collision callback functions will get called on:
- The exact object with the collider
or - The object with the Rigidbody that owns the collider
nowhere else
could i add a kinematic rigidbody to the parent object without having it cancel the character controller
it won't "cancel" anything but it also won't let you own the sword's collider, since the sword's rigidbody owns that collider
what are you trying to do?
Maybe just have the sword notify a script on the parent object about the collision
just have the sword do something like GetComponentInParent<Player>().RegisterHit(); when it collides with something