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	<title>Comments on: Getting Tricky with Triggers</title>
	<atom:link href="http://technology.blurst.com/unity-physics-trigger-collider-examples/feed/" rel="self" type="application/rss+xml" />
	<link>http://technology.blurst.com/unity-physics-trigger-collider-examples/</link>
	<description>Tips, tricks, and tutorials from Flashbang&#039;s Unity development experience.</description>
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		<title>By: Mike Stramba</title>
		<link>http://technology.blurst.com/unity-physics-trigger-collider-examples/#comment-349</link>
		<dc:creator>Mike Stramba</dc:creator>
		<pubDate>Mon, 27 Dec 2010 02:23:18 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=179#comment-349</guid>
		<description>I&#039;m a beginner with Unity.

I&#039;m trying to add a &quot;start-finish&quot; line to the demo car-race game.

I&#039;ve added a cylinder, and resized it to stretch across the road, then buried it, with just a bit exposed.

When the car crosses it, the trigger is firing twice for some reason.

Any ideas  why?

Mike</description>
		<content:encoded><![CDATA[<p>I&#8217;m a beginner with Unity.</p>
<p>I&#8217;m trying to add a &#8220;start-finish&#8221; line to the demo car-race game.</p>
<p>I&#8217;ve added a cylinder, and resized it to stretch across the road, then buried it, with just a bit exposed.</p>
<p>When the car crosses it, the trigger is firing twice for some reason.</p>
<p>Any ideas  why?</p>
<p>Mike</p>
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	<item>
		<title>By: Mark Johnson</title>
		<link>http://technology.blurst.com/unity-physics-trigger-collider-examples/#comment-331</link>
		<dc:creator>Mark Johnson</dc:creator>
		<pubDate>Tue, 23 Nov 2010 23:49:04 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=179#comment-331</guid>
		<description>Great thanks. With unity 3 custom layers, trigger become even more awesome.</description>
		<content:encoded><![CDATA[<p>Great thanks. With unity 3 custom layers, trigger become even more awesome.</p>
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	<item>
		<title>By: Chuck Arellano</title>
		<link>http://technology.blurst.com/unity-physics-trigger-collider-examples/#comment-93</link>
		<dc:creator>Chuck Arellano</dc:creator>
		<pubDate>Fri, 29 May 2009 16:06:46 +0000</pubDate>
		<guid isPermaLink="false">http://technology.blurst.com/?p=179#comment-93</guid>
		<description>Great post! Before reading this, I wasn&#039;t really sure that using colliders was the optimal approach to keeping track of objects that are &quot;near&quot; (versus computing the square of the distance) - it just seemed like the &quot;Unity way&quot; of doing things, and it felt right. :)

Regarding other uses for triggers, I&#039;m working on a prototype wherein a &quot;bomb&quot; is instantiated on the scene, and destroys everything that is within a certain radius from it. To do this, I instantiate a sphere collider with the same position as the bomb at the time of the explosion, and a script is attached to this that does a &quot;yield WaitForSeconds(epsilon)&quot;, where &quot;epsilon&quot; is a small time value (1/8 of a second or so) representing the effectivity time of the explosion. Then I have an OnTriggerEnter that destroys the entering game objects. Sorry if my description isn&#039;t so clear, but I hope you got the idea. :)

Thanks for the article and for sharing all this Unity knowledge through all the posts so far, and I&#039;m looking forward to future posts! :)</description>
		<content:encoded><![CDATA[<p>Great post! Before reading this, I wasn&#8217;t really sure that using colliders was the optimal approach to keeping track of objects that are &#8220;near&#8221; (versus computing the square of the distance) &#8211; it just seemed like the &#8220;Unity way&#8221; of doing things, and it felt right. <img src='http://technology.blurst.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Regarding other uses for triggers, I&#8217;m working on a prototype wherein a &#8220;bomb&#8221; is instantiated on the scene, and destroys everything that is within a certain radius from it. To do this, I instantiate a sphere collider with the same position as the bomb at the time of the explosion, and a script is attached to this that does a &#8220;yield WaitForSeconds(epsilon)&#8221;, where &#8220;epsilon&#8221; is a small time value (1/8 of a second or so) representing the effectivity time of the explosion. Then I have an OnTriggerEnter that destroys the entering game objects. Sorry if my description isn&#8217;t so clear, but I hope you got the idea. <img src='http://technology.blurst.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanks for the article and for sharing all this Unity knowledge through all the posts so far, and I&#8217;m looking forward to future posts! <img src='http://technology.blurst.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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