baalrog
New Member
Posts: 2
Posts: 2
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Post by baalrog on Jul 25, 2016 1:25:46 GMT
Hey folks. I'm having issues getting coregamekit to keep my objects around for a few seconds after they "die". I'm migrating all my health/death logic from a hodgepodge of C# and playmaker to use only CGK since I need the pooling anyway. My main character is disappearing instantly on "death" despite having death timer enabled and a positive time value (1 and 1000 sec, same result), I'd like him to play his death anim before disappearing. Testing: Brand new unity 5.3.4.f1 project made for this test. Fresh install of CGK 3.2.6.7 To test it out I created 2 spheres, added rigidbodies and killable scripts to each. Added poolboss from the prefab button and added them both to the pool. Moved one above the other, Turned off gravity for the bottom one so the top would fall and the collision would cause them to die. I turned on deathTimer for the bottom sphere and hit play. Both spheres deactivate the moment they touch, despite the deathtimer being active on one of them. Attached is my test scene. Am I doing something wrong?
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Post by DarkTonic Dev on Jul 25, 2016 3:10:27 GMT
The field you are looking for is called "Death Delay", not "Death Timer", but both exist on Killable. Death Timer makes something automatically die after X seconds, even without taking any damage.
Enter a non-zero value for Death Delay and see if that works for you.
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baalrog
New Member
Posts: 2
Posts: 2
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Post by baalrog on Jul 26, 2016 4:33:38 GMT
Looks like that works, Thanks! Sorry for the noob question. So many buttons!
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Post by DarkTonic Dev on Jul 26, 2016 5:00:16 GMT
I know, it can be overwhelming!
I hope to have time to make the online version of the docs sometime. Those are easier to look things up for me.
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