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I Need Help for Pickup Script

Discussion in 'Getting Started' started by GameDeveloperFromUnity, Feb 3, 2015.

  1. GameDeveloperFromUnity

    GameDeveloperFromUnity

    Joined:
    Jan 7, 2015
    Posts:
    2
    Hey Guys, I need help for a pickup script that can make the coin pickabale. I dont whant any triggers or colliders or roll a ball they dont work so please just paste the script! please test it and see if it works I got Unity 3D 4.6.0 Free Version
     
  2. runevision

    runevision

    Unity Technologies

    Joined:
    Nov 28, 2007
    Posts:
    1,668
    Hi,

    Triggers normally work fine and is the easiest way to check for overlaps/collision with pickups. If it didn't work for you, maybe there was something that wasn't setup correctly in your project? Is there some specific reason you don't want to user triggers?

    Also, you said the Roll A Ball tutorial (http://unity3d.com/learn/tutorials/projects/roll-a-ball) didn't work for you. I'm not aware of any known problems with it, so again it might be something that you setup incorrectly. Can you be more specific about what it was that didn't work for you?
     
  3. GameDeveloperFromUnity

    GameDeveloperFromUnity

    Joined:
    Jan 7, 2015
    Posts:
    2
  4. boolfone

    boolfone

    Joined:
    Oct 2, 2014
    Posts:
    289
    I watched the video about picking up stuff in Roll A Ball and created a small test of the ideas:



    There is one bit of trickiness that got me at first. It is explained here:

    http://docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html

    It says “Note that trigger events are only sent if one of the colliders also has a rigidbody attached.”

    Anyhow, to get it working, I attached a rigidbody to the player.

    Also, I basically put this in a script and attached it to the player:

    Code (CSharp):
    1. void OnTriggerEnter(Collider other)
    2. {
    3.    print ("entered");
    4.    other.gameObject.SetActive (false);
    5. }
    Also, I had a trivial movement script attached to the player with this:

    Code (CSharp):
    1. void Update () {
    2.    transform.Translate (0f, 0f, 0.01f);
    3. }
     
  5. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,559
    The only known problem with Roll-A-Ball is the obsolete references to GUIText.There is an updated version on my channel. Watching Roll-A-Ball is probably the best way to learn this.

    But here are the basic instructions anyway.

    • Add a RigidBody to your player
    • Add a collider to your player. IsTrigger should not be clicked.
    • Add a collider to your coin, IsTrigger should be clicked.
    • Add the following script to the coin
    Code (CSharp):
    1. void OnTriggerEnter (Collider other){
    2.     Debug.Log("You picked up a coin");
    3.     Destroy(gameObject);
    4. }
    If your coins move they should also have rigidbodies.

    You know not what you ask for. Doing this without triggers is certainly possible, but would require writing a custom physics engine. This only makes sense in a few edge cases (like an RTS on the scale of supreme commander). You could use distance checking every frame, but this will be more expensive then triggers in PhysX. Unless you already know how to use octrees for spatial partitioning.