You don’t need to specify which collider belongs to the player because the OnTriggerEnter2D method is called on the GameObject with the Collider2D component.
Therefore, the collider that enters the trigger is guaranteed to belong to some other object, and not the same object as the script. This is because colliders on the same object do not collide with each other.
Yes, the scope of the OnTriggerEnter2D method is set because the script that contains the method is a component of the player GameObject. When you attach a script to a GameObject in Unity, the script becomes a component of that GameObject, and its methods can be called by Unity’s event system, such as the OnTriggerEnter2D event.
Sure! In the case of the FindObjectOfType<> call, we’re using it to find a specific object in the scene by its type or tag, regardless of which GameObject the script is attached to.
For example, if we want to find the “GroundEffector” GameObject in the scene and access its GroundEffector component, we can use FindObjectOfType() to get a reference to the component. This method searches the entire scene for an object with the GroundEffector component attached, so it doesn’t matter which GameObject the script is attached to.
If you want to check the condition only against the circle collider of the player, you can use the GetComponent method to get a reference to the CircleCollider2D component attached to your player GameObject. Then you can check if the collider that triggered the event is the circle collider by comparing its reference with the circle collider reference.
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Ground"))
{
CircleCollider2D circleCollider = GetComponent<CircleCollider2D>();
}
if (other == circleCollider)
{
// do something only if the circle collider triggered the event
}
}
I hope this solves your issues!
Edits: I managed to format the code sorry for all the edits