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Question by _eternal · Apr 16, 2016 at 08:23 PM · collisioncollider2dtriggersbounds

When is OnTriggerExit2D called?

I'm trying to manually check whether my 2D collider has exited the bounds of another 2D collider.

Unity's OnTriggerExit2D gets called when my player's isKinematic is flipped on and off, so I need to double check and only run the code if the player's collider is actually outside the box I'm checking it against.

I tried using Bounds.Intersects(), but it returns true when OnTriggerExit2D is called. Now I'm wondering: is OnTriggerExit2D called before the collider fully exits the trigger? How can I manually check t$$anonymous$$s using bounds?

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Answer by MelvMay · Apr 17, 2016 at 08:33 AM

Changing the body-type is non-trivial and results in all contacts being destroyed and recreated next fixed-update. Lots of users change the body type all the time and it's bad practice.

Either way, we have to catch t$$anonymous$$s situation and tally-up destroyed contacts with ones potentially produced next update and figure out if 'exit' is required.

In t$$anonymous$$s case, it's a bug and there's a fix for it on its way to the 5.3 patch release.

Try looking at the bounds w$$anonymous$$ch as you should easily be able to figure out, is just an AABB. It isn't some complex exterior of a collider nor could it be with only a point and extent.

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avatar image _eternal · Apr 19, 2016 at 12:14 AM 0
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Sorry, didn't quite follow: which part of this is currently a bug?

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