playMaker

Author Topic: OnTriggerExit called for disabled GameObjects?  (Read 2510 times)

mrminico

  • Full Member
  • ***
  • Posts: 129
OnTriggerExit called for disabled GameObjects?
« on: January 05, 2022, 04:29:33 PM »
Does anyone know if there's an action that does this same exact thing on this script?

https://forum.unity.com/threads/fix-ontriggerexit-will-now-be-called-for-disabled-gameobjects-colliders.657205/

I tried getting trigger exit to call when a game object gets disabled but I read up online it only works when it exits an active trigger only.

djaydino

  • Administrator
  • Hero Member
  • *****
  • Posts: 7614
    • jinxtergames
Re: OnTriggerExit called for disabled GameObjects?
« Reply #1 on: January 06, 2022, 11:13:39 AM »
Hi.
you could try using 'Is Active' on the same state where your trigger exit is.

so on trigger enter, store the object then you can detect if that object exits and if active.

mrminico

  • Full Member
  • ***
  • Posts: 129
Re: OnTriggerExit called for disabled GameObjects?
« Reply #2 on: January 10, 2022, 11:04:00 PM »
Hi Djaydino,

funny enough I ended up doing that before checking this today. Instead of is Active I ended up using GameObject is Active in Hierarchy. I had no clue is Active even existed in the ECOsystem.

I think jean should make the ECOsystem search engine a bit more word sensitive since i didn't find is Active action when searching using only the word Active.

Nevertheless thank you, although my issue still persists.

If the players hitbox clashes with the other characters hit box the player gets hit. Ive seen circle overlap action but only in 2d is there a 3d action for this?