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Author Topic: OnTriggerEnter, set other game object active false  (Read 209 times)

Bailie

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OnTriggerEnter, set other game object active false
« on: May 05, 2018, 05:52:58 PM »
This is what I want to do:
   void OnTriggerEnter(Collider other) {
      if (other.gameObject.CompareTag ("crap")) {
         other.gameObject.SetActive (false);

I can get ontriggerenter to set the other as a temp gameobject variable. I can clear it so it loops correctly. I can get the if statement part. But the Set Property action doesn't work with variable gameobjects, only gameobjects in your scene.

What can I do?

djaydino

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Re: OnTriggerEnter, set other game object active false
« Reply #1 on: May 16, 2018, 01:57:26 PM »
Hi.
Sorry for the late reply (i must have overlooked this thread)

You can use 'activate game object' to activate/deactivate the object.

You should avoid using Get/Set property actions, the are mend to be use with 3rd party asset/scripts which do not have playmaker actions.

You can find many custom actions on the Ecosystem