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Question by douweegbertje · Oct 09, 2016 at 06:28 AM · instantiatecollision detectioninstantiate prefab

Instantiated object that has a collision is not firing OnCollisionEnter2D

I have objects: a wall and a player that shoots "something".

Both are prefabs and are loaded dynamically like this:

 Transform bulletClone = GameObject.Instantiate (shootTile, playerPos, Quaternion.identity) as Transform;


 Instantiate (Wall, new Vector3 (x, y), Quaternion.identity);


They actually collide, but they do not trigger my following function:

 void OnCollisionEnter2D(Collision2D collision)
     {
         Debug.Log (collision.gameObject.tag);
         if(collision.gameObject.name == "enemy"){
             Destroy(this.gameObject);
         }
     }
 

I have a rigidBody2D on the bullet, with a Box Collider 2d. On the wall I also have Box Collider 2D.

My player has both a ridigBody2D and a BoxCollider2D, and that is triggering on the bullet AND the wall. But for some reason it is not triggering for my instantiated objects :/

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avatar image douweegbertje · Oct 09, 2016 at 01:19 PM 0
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FYI: It is not firing the Debug.Log (collision.gameObject.tag); the IF statement is just a snipet

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Answer by tanoshimi · Oct 09, 2016 at 06:35 AM

You're testing for a collision only with an object named "enemy", but I don't see you assign that name to the instantiated object anywhere. So you need something like:

 Transform bulletClone = GameObject.Instantiate (shootTile, playerPos, Quaternion.identity) as Transform;
 bulletClone.name = "enemy";

Either that, or test for collisions based on the tag of the object, which the instantiated object will inherit from its prefab.

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avatar image douweegbertje · Oct 09, 2016 at 01:18 PM 0
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The IF statement is just a snipet. The Debug.Log (collision.gameObject.tag); is simply not firing, and that should fire.

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