Raycasting fail

Hello.
I’m attempting to create a semi-complex door animation to activate when my characters raycast hits it, then it opens, and either:

Whilst the animation is happening it destroys the door’s collider to prevent any possible glitches or replaying the animation when the raycast hits it

Or

Destory the door (it sinks into the floor, walls and roof) once the animation is over (so a timed function I guess)

Here’s what I have so far

var rayCastLength = 10;

function Update()
{
    var hit : RaycastHit;

    //check if character is colliding with door
    if(Physics.Raycast(transform.position,transform.forward,hit,rayCastLength))
    {
       //with the character
       if(hit.collider.gameObject.tag == "door")
       {
         //open the door
         hit.collider.gameObject.animation.Play("Take 001");
         //destroy the door's collider
         Destroy(hit.collider.gameObject);
       }
    }
}

Thanks in advance for any and all replies :smiley:

Alright, I eventually got it working… 2 minutes ago… Haha
I didn’t know about a collider.enabled >.<
Here’s my final code for anybody that has a similar problem

var rayCastLength = 10;

function Update()
{
    var hit : RaycastHit;

    //check if character is colliding with door
    if(Physics.Raycast(transform.position,transform.forward,hit,rayCastLength))
    {
       //with the character
       if(hit.collider.gameObject.tag == "door")
		{
			//open the door
			hit.collider.gameObject.animation.Play("Take 001");
			//destroy the door
			Destroy(hit.collider.gameObject,3);
		}
	}
}

What I had was an animation I created in 3DS Max along with the door itself, the animation was playing correctly and all, but all I needed was to be able to destroy either the door or the doors collider so I can walk through where the door was.

Thanks anyways :slight_smile: