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Unity Collider Trigger Not Working

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Since I can load up my friends level and the EXACT collision script works. Collision is a tricky thing, this stuff usually happens to everyone until they get a hang of it x) 0 Answer by Loius · Aug 12, 2012 at 07:05 PM You Login Create account Language Chinese Spanish Japanese Korean Portuguese Ask a question Spaces Default Help Room META Moderators Topics Questions Users Badges Home / 0 Question by Magical7 · Aug 12, For troubleshooting common problems with Unity 5.x Editor (including Win 10). http://wiiemulator.net/not-working/unity-on-trigger-enter-2d-not-working.html

We are making improvements to UA, see the list of changes. Put your pads on, say, the PlayerTriggerable layer, and set that layer to only collide with the Player layer (and of course your player object goes on the Player layer) Comment For some reason (probably something minor that I'm just not seeing) OnTriggerEnter just isn't recognising when the two collide. For some reason, onCollisionEnter is not called at all.

Unity Collider Trigger Not Working

Thank you for being a wise community member and pointing out my "wrong-doing". :) Le-Pampelmuse TacomanLuke · May 31 at 09:32 PM 1 Share It's not a huge problem, but you I've read around 10 questions on this site about collision, tried their answers and still nothing. For troubleshooting common problems with Unity 5.x Editor (including Win 10). If you are a new user, check out our FAQ for more information.

What I don't understand is that in the 3rd Person tutorial (Lerpz) the OnTriggerEnter works fine! Comment Add comment · Show 2 · Share 10 |3000 characters needed characters left characters exceeded ▼ Viewable by all users Viewable by moderators Viewable by moderators and the original poster http://unity3d.com/support/documentation/ScriptReference/CharacterController.OnControllerColliderHit.html peacemaker · Oct 14, 2010 at 10:46 AM 0 Share Oh, thanks for that! Unity Ontriggerstay I have a very simple script here, but OnTriggerEnter is never returning true.

For troubleshooting common problems with Unity 5.x Editor (including Win 10). Unity Ontriggerenter Not Working All of the objects have both colliders and rigidbody2D. sethi-sahil27 · Apr 09 at 08:01 PM 0 Share having a similar issue. anchor void OnTriggerEnter(Collider other) { print("YAY!"); if(other.gameObject.tag == "Finish" && finished == false){ if(terminal == true){ win_text.text = "YOU WIN!"; } else { lose_text.text = "YOU LOSE..."; } finished = true; }

We are making improvements to UA, see the list of changes. Unity Ontriggerenter Vs Oncollisionenter Check twice before you write an answer. 0 Answer by TacomanLuke · May 27 at 01:20 AM You need to have the Trigger property checked on the collider you are using Welcome to Unity Answers The best place to ask and answer questions about development with Unity. And yes, while it would be possible to resize the pads and move them so they don't collide with the rest of the level, this is a learning experience and I'm

Unity Ontriggerenter Not Working

Read more about it here. Read More Here If you are a moderator, see our Moderator Guidelines page. Unity Collider Trigger Not Working For troubleshooting common problems with Unity 5.x Editor (including Win 10). Ontriggerenter Not Called Unity Services Showcase Learn Community Asset Store Get Unity UNITY ACCOUNT You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage

If you are a new user, check out our FAQ for more information. this contact form Triggered object just pass through the bullets and player. onTriggerEnter works in the previously mentioned two cases, onCollisionEnter never works (whether set a trigger or not). Try to fatten the smallest dimension to at least 1 to check this possibility. Unity Ontriggerenter2d

A character controller is not a rigidbody. Additionally, the OP answered his own Q with: "I was using the wrong function! Follow this Question Answers Answers and Comments 10 People are following this question. http://wiiemulator.net/not-working/unity-ontriggerenter-not-working.html and again you need to have the RigidBody2D + box collider2D (with is trigger) added to the gameobject too. -1 Answer by manzyron · May 26 at 09:48 PM Hi in

For that you need tags or names or something specific. Oncollisionenter Unity I can't get this to work, despite having used this before successfully. I've checked whether or not its detecting the collisions but that dosent seem to be the problem.

aldonaletto · Jun 24, 2011 at 12:51 PM 0 Share I used this same code in a test script and it worked fine!

It says that "tag" isn't a member of "UnityEngine.Collision". If you are a new user, check out our FAQ for more information. By using these OnTriggerEnter,OnTriggerStay and OnTriggerExit you can check the collision state of the player Below given is very basic untested code written in c# this may be helpful you. Unity Trigger Not Working You could put the OCE function on the actual launch pad object and that might do what you need.

Comment Comments Locked · Show 1 10 |3000 characters needed characters left characters exceeded ▼ Viewable by all users Viewable by moderators Viewable by moderators and the original poster Advanced visibility Related Questions OnTriggerEnter/Exit Rapid Firing? 0 Answers Change Scene with Physics Raycasting 1 Answer OnTriggerExit2D doesn't work when one of gameObject setActive false. 0 Answers void OnTriggerEnter() not working properly? 0 The code: #pragma strict var CraftMenu : GameObject; var UIcanvas : GameObject; var ToggleWorkbench : int = 10; function Start () { ToggleWorkbench = 1; } function Update () { } Check This Out Translating it by (0,0,0) fixes it.

The only difference is that I can now walk on the collider. my prefabs do not collide with the player. Comment Add comment · Show 4 · Share 10 |3000 characters needed characters left characters exceeded ▼ Viewable by all users Viewable by moderators Viewable by moderators and the original poster Login Create account Forums Answers Feedback Issue Tracker Blog Evangelists User Groups Navigation Home Unity Industries Showcase Learn Community Forums Answers Feedback Issue Tracker Blog Evangelists User Groups Get Unity Asset

please reply if the problem is solved Comment Add comment · Share 10 |3000 characters needed characters left characters exceeded ▼ Viewable by all users Viewable by moderators Viewable by moderators Related Questions Why doesn't this work? Welcome to Unity Answers The best place to ask and answer questions about development with Unity. YetAnotherUnityQuack · Oct 14, 2010 at 12:09 PM 0 Share Here is a topic on the subject http://forum.unity3d.com/threads/4016-Collision-checking-without-the-need-of-a-rigidbody Your answer Hint: You can notify a user about this post by typing

I had marked collider on this object as "IsTrigger". Enter the Samsung TIZEN App Challenge for a chance to win prizes. Also i taged my player and bullet objects with appropriate tags (as in the code) and it still doesn't work. For troubleshooting common problems with Unity 5.x Editor (including Win 10).

Welcome to Unity Answers The best place to ask and answer questions about development with Unity. Both objects have colliders. (tried is trigger on/off on both or either) Both objects have Rigidbodies (tried without rigidbodies on both or either one and tried is kinematic on both or The problem is that you're using the wrong event - for triggers use OnTriggerEnter: function OnTriggerEnter (hit : Collider){ if(hit.gameObject.tag == "triggerloadbarracks"){ // do whatever you want here } } Comment I haven't replaced "player" , because that would only be relevant when the function actually is called.

A trigger event is sent as long as one of the colliders is a trigger and one of them is non-static. 1 Reply · Add your reply Sort: 1 Answer by both have rigid bodies,isTrigger enabled. Read more about it here. To help users navigate the site we have posted a user guide.

You can check "isKinematic" on the rigidbody if you don't want it to be affected by physics. As you can see, I tried fixing it by having the GUIText not constantly refresh (it finishes with constant contact) by adding an extra boolean, but it wasn't even being run