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				 ZioCain26146yLoL I also do this sometimes, bc you have a function to actually determine if it's dead, then the death animation so you need to different functions ZioCain26146yLoL I also do this sometimes, bc you have a function to actually determine if it's dead, then the death animation so you need to different functions
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				@Agred this the first thing I noticed as well. Thought it was about that until I saw the dieded method.
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				I usually just add some sort of Manager GameObject in the scene that processes all kinds of returned values from other objects and scripts.
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				@Agred no, they're not. they wait for a second (after the character has stepped on a tile, i assume) and then add a rigidbody to make it fall. then the function ends. it would have to be in a loop for it to happen every second, instead of "after a second".
 
 basically your standard floor that breaks a moment after you've stepped on it










Do u know what else is dieded here ?
rant