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Question by Grandy12 · Apr 23, 2016 at 08:10 PM · transformpositionontriggerenterontriggerexit

Changing the rotation of a Trigger makes the Trigger not work anymore?

I want to make it so if a player walks by a security camera, it follows the player. Thing is, changing the rotation of the camera makes the OnTriggerEnter even not fire anymore.

My code, so far, was

 void OnTriggerEnter (Collider Cone) {
     if (Cone.gameObject.CompareTag ("Player")) {
         Debug.Log ("Inside");
         _playerIsSeen= true; 
 }
 void OnTriggerExit (Collider Cone){
     if (Cone.gameObject.CompareTag ("Player")) {
         Debug.Log ("Out");
         _playerIsSeen= false; 
     }
 }
 void Update (){
         if (_playerIsSeen){
               _camera.transform.LookAt(_player.transform.position);
         } else {
               _camera.transform.LookAt(_idlePoint1.transform.position);
         }
   }


The problem is, as soon as the camera moves, then OnTriggerEnter refuses to fire ever again. Either that, or OnTriggerExit keeps firing forever. The end result is that the camera snaps to the player for a millisecond before resuming staring at its default position forever, even if the player tapdances in front of it.

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avatar image TheSorm · Apr 23, 2016 at 09:29 PM 0
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are you shure you set the trigger right ? i think you shut put it as a chield from the camera so its rotating with the camera.

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avatar image AcE_fLoOdEr · Apr 24, 2016 at 12:55 AM 0
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Can you post a screenshot of your scene or something like that?

But I will try to debug this, if you enter the trigger and it detects you, you will have to get out and get back in for it to work again. If that is what you do and it still doesn't work try

OnTriggerStay ins$$anonymous$$d.

By the way, I think you're missing a closing bracket for the if statement on the void OnTriggerEnter.

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Answer by Grandy12 · Apr 24, 2016 at 07:30 AM

Fixed it, guys. It turns out that, while I had given the empty object containing the mesh a kinematic rigidbody, I had to give a kinematic rigidbody to the object that contained the empty object that contained the mesh.

I have no idea why that it is the case, but it was.

Thanks for the replies BTW.

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