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Question by Biggzlar · Dec 27, 2015 at 05:21 PM · physicsrigidbodyoncollisionenterrigidbody-collisiononcollisionexit

Why is my Rigidbody freaking out like this?

I know this is an old question and it has been answered for a lot of people. Unfortunately none of the solutions apply to the problem I seem to have with rigidbodies.

I have a moving AI character and the playermodel. When the AI gets too close the player just bumps on top of it. If I unattach the rigidbody from the moving AI this does not seem to be a problem. My player is controlled by a charactercontroller (It doesn't have a rigidbody) and the rigidbody of the AI is set to "Is Kinematic".

Of course, when none of the agents has a rigidbody my entire combat mechanic falls apart because it is based on the OnTriggerEnter() function. Does anyone have any idea on how to solve this?

For clarity, here is a short demonstration of the bug: Bug

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avatar image Measuring · Dec 27, 2015 at 09:17 PM 0
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Have you tried adding a collider to the player? Like a sphere, box or capsule collider for OnCollisionEnter to work on your player again?

avatar image Biggzlar Measuring · Dec 27, 2015 at 09:28 PM 0
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I should have mentioned that. Both characters have a capsule collider attached to them.

avatar image Measuring · Dec 28, 2015 at 02:22 AM 0
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Have you seen this answer?

avatar image Biggzlar Measuring · Dec 28, 2015 at 08:15 AM 0
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Sorry again, what I meant was the OnTriggerEnter() Function. This is one is supposed to work without a rigidbody right?

avatar image Measuring Biggzlar · Dec 29, 2015 at 09:28 PM 0
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Late reply, sorry don't see notifications ;(

Yes, that's right. If a collider is checked as a trigger in the inspector.

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