Answer by sparkzbarca
oh this is very easy just do a distance check. assuming you have for example (the easiest one) a sphere trigger. If (vector3.distance(sphereTrigger.transform.position, player.transform.position) >...
View ArticleAnswer by BSelvar
I would use OnTriggerStay and a boolean variable that becomes true when the Player is within the object and then set that boolean to false with OnTriggerExit. Then I would apply effects to the Player...
View ArticleAnswer by sparkzbarca
oh this is very easy just do a distance check. assuming you have for example (the easiest one) a sphere trigger. If (vector3.distance(sphereTrigger.transform.position, player.transform.position) >...
View ArticleAnswer by BSelvar
I would use OnTriggerStay and a boolean variable that becomes true when the Player is within the object and then set that boolean to false with OnTriggerExit. Then I would apply effects to the Player...
View ArticleAnswer by CubeFlix
You can make invisible bounds, like with the Physics.OverlapSphere(), using it like this: void Update(){ Collider[] thingsInBounds = Physics.OverlapSphere(transform.position, radiusOfBounds);...
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