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When to call ontriggerenter on multiple triggers in Unity?
OnTriggerEnter is only called when your object is colliding with one specific trigger. Thus, the tag of the collider ( col) can’t be speed and point at the same time. You have to track if the object is colliding with your triggers using a boolean variable for example :
How to manage multiple trigger colliders in Unity?
If you have child objects with Collider’s, it depends on whether the children also have Rigidbody’s. When only the parent has a Rigidbody, collisions/triggers caused by interactions with the children will throw events in the parent. In this case, you can make use of tags or object names to act selectively in response to certain colliders.
What happens when you have multiple colliders in one GameObject?
If you have multiple Collider components on a single GameObject, they are a compound collider and act as one collider for event purposes. To check them separately, you would need to get the Collision from the other object, or use the contact point to check which Collider was hit.
How to control multiple animators in Unity3D?
The RegisterAnimator and UnregisterAnimator methods just add or remove Animators from the collection. After that we have some methods used to control the Animators. As this was our objective in the first place. Lastly, ShowTime is a method only used to show how this system works, it’s not anything important.
Is it bad to add multiple colliders to one object?
Adding multiple colliders to a single object that each serve a separate concern (one for collision, one for AI triggers) just seems like a bad idea to me.
Can you use multiple Collider components on a single GameObject?
So far I’ve only written scripts that handle a single trigger. Can you please help me ? If you have multiple Collider components on a single GameObject, they are a compound collider and act as one collider for event purposes.