4 [AddComponentMenu(
"Liberi/Ignore Shooter Collisions")]
 
   19             collider.enabled = 
false;
 
   22     void OnSpawn (
UJeli details)
 
   24         collider.enabled = 
true;
 
   29         if (details.HasChild(
"Shooter"))
 
   31             var shooter = details[
"Shooter"].GameObjectValue;
 
   35                 if (IgnoreShooterChildren)
 
   37                     foreach (var col 
in shooter.GetComponentsInChildren<Collider>())
 
   39                         StartCoroutine(IgnoreAsync(col));
 
   44                     StartCoroutine(IgnoreAsync(shooter.collider));
 
   50     IEnumerator IgnoreAsync(Collider shooterCollider)
 
   52         Physics.IgnoreCollision(collider, shooterCollider, 
true);
 
   54         if (Duration == Mathf.Infinity)
 
   57         yield 
return new WaitForSeconds(Duration);
 
   59         if (shooterCollider == null)
 
   62         if (!shooterCollider.enabled || !collider.enabled)
 
   65         Physics.IgnoreCollision(collider, shooterCollider, 
false);
 
float Duration
How long the component should wait before allowing collisions with the shooter. 
 
Unity version of Jeli markup class. 
 
bool IgnoreShooterChildren
Whether or not the shooter's children colliders are ignored.