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why i can not destroy the collider

hello everybody!

i need some help about destroying colliders.

to speed things up i am trying to optimize some functions. i have a bunch of objects that have mesh colliders. mesh colliders work very well for precise selection but when i need to interact with a lot of objects and chech OnTriggerEnter everything slows down terribly.

i tried with boxcollider and it works very fast. when i do need precision selection i would like to turn meshcolliders back on objects to replace the boxcolliders. i tried to track what object i replaced meshcollider with boxcollider and later just loop through the array and to replace boxcollider with meshcollider

here is what i tried:

first i declared the array that will hold the colliders

var boxColliderObjects = new Array();

then in every OnTriggerEnter i have this code:

function OnTriggerEnter(col : Collider){

  if(col.GetType() == MeshCollider){
     boxColliderObjects.Add(col);
     var temp : GameObject=col.gameObject;
     Destroy (col);
     temp.AddComponent ("BoxCollider");         
  }

  //DO STUFF ON COLLIDERS
}

this way i have array that holds all colliders that we changed collider type, so that i can track them and restore them later.

here is the function that should replace box colliders with mesh colliders when i need precision selection

   function RestoreMeshColliders(){

      for(i=0;i<boxColliderObjects.length;i++){

        //Debug.Log(boxColliderObjects[i].name);

        var temp : GameObject=boxColliderObjects[i].gameObject;
        Destroy (temp.collider);
        temp.gameObject.AddComponent ("MeshCollider");
      }

}

it replacing mesh with box collider works, but returning back from box to mesh collider does not... any ideas?

thanks!

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asked Mar 01 '11 at 05:05 PM

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pretender
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asked: Mar 01 '11 at 05:05 PM

Seen: 1917 times

Last Updated: Mar 01 '11 at 05:05 PM