I'm trying to set up a proximity warning system but I'm having some trouble.
To simplify things as much as possible:
I have two game objects in a scene (Object1 and Object2). Object1 has a large child object (twice as large as Object1 or Object2) which has no mesh renderer, but has a box collider (with the Is Trigger box ticked). Object 2 has a rigidbody component.
When Object1 gets close enough that it's child's Box Collider overlaps with Object2's rigidbody, a script on Object1 should Debug.Log the name of the object it's close to once a frame until Object1 moves away.
My code is as follows:
public Collider objectCollidedWith;
void OnTriggerStay(Collider other)
{
objectCollidedWith = other.transform.GetComponent<Collider>();
}
void Update()
{
Debug.Log(objectCollidedWith);
}
Unfortunately, something about my setup isn't working. The console just shows "null" once a frame and the objects getting close doesn't change this.
Can you tell me what I'm doing wrong?
Many thanks for your time.
other.transform.GetComponent<Collider>();
this is a very strange way to just writeother;
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