%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!1 &7417021573534781502 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - component: {fileID: 8092956316628032988} - component: {fileID: 5894236062319055007} - component: {fileID: 3725650298387525730} - component: {fileID: 3822913163842424466} m_Layer: 8 m_Name: TriggerHelper m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!4 &8092956316628032988 Transform: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 7417021573534781502} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0.25, z: 0} m_LocalScale: {x: 0.5, y: 0.5, z: 0.5} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!33 &5894236062319055007 MeshFilter: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 7417021573534781502} m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} --- !u!65 &3725650298387525730 BoxCollider: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 7417021573534781502} m_Material: {fileID: 0} m_IsTrigger: 1 m_Enabled: 1 serializedVersion: 2 m_Size: {x: 1.0000002, y: 1, z: 1.0000002} m_Center: {x: 0.000003814698, y: 0, z: 0.0000028610236} --- !u!114 &3822913163842424466 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 7417021573534781502} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 19c789670a80b704eba4dfebed94a111, type: 3} m_Name: m_EditorClassIdentifier: header: Trigger Helper comment: Now that we use a Floating Capsule Collider we need another collider set as trigger to help the collision with smaller colliders such as item triggers in the floor. inEdit: 0