i get an error saying that the type "Trigger" already contains a definition for "OnTriggerExit". No clue how to solve it, probably because i have other scripts that override this one but i'm too new into coding to solve it for myself.
been seeing you all over Godot twitter as of recent while you learn your way around the game engine. Do you think you may start making tutorials/ related videos covering it?
I have spent hours watch YT vids, trying to get interactions working, but finally you have a solution that works! Many thanks.
Thank you very very much, this is quite a fundamental tip for many critical uses in Unity and should be taught as such in the software basics 🙏
Awesome tutorial and nice interior result, keep going👏👏
quick and super informative thank you!
Now I know how to trigger anyone, thanks :)
YOU GOTTA MAKE MORE YOU THE GOAT
I don't know how you are so good at blender and coding. nice
Great video! Thanks for sharing.
this helped alot thanks :)
bro your videos, are super helpful
i get an error saying that the type "Trigger" already contains a definition for "OnTriggerExit". No clue how to solve it, probably because i have other scripts that override this one but i'm too new into coding to solve it for myself.
You use onTriggerExit two times rather than using onTriggerEnter
i have a Question how can i make trigger updated every single frame cuz i want make that if you on trigger & press button something happen
been seeing you all over Godot twitter as of recent while you learn your way around the game engine. Do you think you may start making tutorials/ related videos covering it?
Full script:
using System;
using UnityEngine;
using UnityEngine.Events;
public class Trigger : MonoBehaviour
{
[SerializeField] bool destroyOnTriggerEnter;
[SerializeField] string tagFilter;
[SerializeField] UnityEvent onTriggerEnter;
[SerializeField] UnityEvent onTriggerExit;
void OnTriggerEnter(Collider other)
{
if (!String.IsNullOrEmpty(tagFilter) && !other.gameObject.CompareTag(tagFilter)) return;
onTriggerEnter.Invoke();
if (destroyOnTriggerEnter)
{
Destroy(gameObject);
}
}
void OnTriggerExit(Collider other)
{
if (!String.IsNullOrEmpty(tagFilter) && !other.gameObject.CompareTag(tagFilter)) return;
onTriggerExit.Invoke();
}
}
🙏🙏🙏🙏
🙏🙏🙏🙏
🙏🙏🙏🙏
Game Changer. Pun Intended
for some reason when i use the destroy after enter feature my sound no longer plays at all. any fix?
Thank you so much for your video! Do you have a tuto to show a trigger by clicking the object?
Jump scare warning 1:44 😱
how to do this with animation?Help please(
Can you make a tutorial on weapon animations next?
this is too fast i cant keep even with pausing like at exactly 0:18 you'll see what im talking about.
Thank you so much, such a useful peice of code, But for the love of God can you please at least pause on the code for once second for me to copy lol
creepy
Guessing this won’t work in 2019.4.40f1 where my game lives 😅