Part 19 - Deleting Coins.

By Jamie Chatterton / June 15, 2018

At present, all the coins at just falling into infinity. It'd be nice if they were captured and deleted.

As a precursor to creating a game, let's add a little area below the floor object as a coin collection area.

I'm going to leave this as an exercise for the reader now. But essentially it's going to need to be a minimum of a block, the same width as the floor. Just below the floor and with no gaps.

You can add another material if you want.

Here's mine…

Added collection object
Added collection object

It's the selected dark object. I named it collection.

Git respository:

We're going to listen to objects colliding with this and destroy them, essentially.

Add a Component script to the collection object. DeleteCollidingObject.

We are going to add a new Event function, OnCollisionEnter.

The default outline looks like

private void OnCollisionEnter(Collision other)

The parameter type of Collision which is the object that just collided with this object. It has a property of gameObject which is a reference to the object itself. So we can destroy it.

So this function, this class, in full looks like

public class DeleteCollidingObject : MonoBehaviour {
    private void OnCollisionEnter(Collision other) {

And with that we end up with

Git respository:

More posts in this series.