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Question by c0dysmyth · Jul 11, 2019 at 01:38 PM · triggerscollision2d

OnTriggerEnter2D is triggering when objects do not collide

So I have a player that needs to pass through the enemy and still have a life taken away. I cannot use OnCollision because then the physics of the enemy is transferred to the player. While I am playing lives are being taken away even though my player does not collide with my enemy. I have the enemy tagged to take a life away and i checked that no other objects contain this tag. Any help is appreciated. Attached is my GameOver script which really just takes a life.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 using UnityEngine.UI;
 
 
 public class GameOver : MonoBehaviour
 {
 
     // Start is called before the first frame update
     public Rigidbody2D rb;
     public LifeManager lifeSystem;
     public GameObject GameOverScreen;
     public float waitAfterGameOver;
    
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
         lifeSystem = FindObjectOfType<LifeManager>();
         
         
 
     }
     public void OnTriggerEnter2D(Collider2D trigger)
     {
 
         if (trigger.gameObject.tag == "Ghost")
         {
             lifeSystem.TakeLife();
 
 
         }
         if (GameOverScreen.activeSelf)
         { waitAfterGameOver -= Time.deltaTime; }
 
 
     }
 
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Answer by I_Am_Err00r · Jul 11, 2019 at 02:12 PM

It doesn't look like there is any OnTriggerExit2D event, so basically when you are outside of the ghost you stop taking life.

 public void OnTriggerExit2D(Collider2D trigger)
 {
 if (trigger.gameObject.tag == "Ghost")
      {
           StopTakingDamage();
      }
 }

Depending on how you have your damage system setup, something like this would work; you might just need to have a bool that defines if you should or shouldn't be taking damage.

Right after posting this I realized you could change the OnTriggerEnter to OnTriggerStay, and that would eliminate the need for the extra exit lines of code for the exit event.

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avatar image c0dysmyth · Jul 18, 2019 at 02:55 PM 0
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thanks, I ended up destroying the ghost on contact to deal with my player being effected by physics. I will revisit this though

avatar image Vega4Life c0dysmyth · Jul 18, 2019 at 06:04 PM 0
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So, this is your GameOver script, but it's using OnTriggerEnter... So does this mean this GameObject has a large collider on it?

Shouldn't the player object be detecting the OnTrigger and not the GameOver script?

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