<commit_before>﻿using UnityEngine;
using System.Collections;

public class player : MonoBehaviour
{

    public GameObject floor;
    public GameObject orb;
    orb _orb;

    Rigidbody rigidbody;
    float moveForceScale, turnForceScale;
    int triggerCount = 0;
    Collider thisCollider, floorCollider;

    void OnTriggerEnter(Collider other)
    {
        Debug.Log(triggerCount++);
    }

    void OnTriggerExit(Collider other)
    {
        Debug.Log(triggerCount--);

        if (triggerCount <= 1)
        {
            Physics.IgnoreCollision(thisCollider, floorCollider);
        }
    }

    // Use this for initialization
    void Start()
    {
        moveForceScale = 2f;
        turnForceScale = 1;

        rigidbody = GetComponent<Rigidbody>();

        thisCollider = GetComponent<BoxCollider>();
        floorCollider = main.GetFloor().GetComponent<BoxCollider>();
<commit_msg>Commented debug.log statements for trigger count<commit_after>﻿using UnityEngine;
using System.Collections;

public class player : MonoBehaviour
{

    public GameObject floor;
    public GameObject orb;
    orb _orb;

    Rigidbody rigidbody;
    float moveForceScale, turnForceScale;
    int triggerCount = 0;
    Collider thisCollider, floorCollider;

    void OnTriggerEnter(Collider other)
    {
        //Debug.Log(triggerCount++);
    }

    void OnTriggerExit(Collider other)
    {
        //Debug.Log(triggerCount--);

        if (triggerCount <= 1)
        {
            Physics.IgnoreCollision(thisCollider, floorCollider);
        }
    }

    // Use this for initialization
    void Start()
    {
        moveForceScale = 2f;
        turnForceScale = 1;

        rigidbody = GetComponent<Rigidbody>();

        thisCollider = GetComponent<BoxCollider>();
        floorCollider = main.GetFloor().GetComponent<BoxCollider>();

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