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Question by pastersteli · Oct 06, 2021 at 02:35 PM · physicsdots

Collide or triger not happening unity dots

Physics body works, object are moving but any collide or triger event not happening.

 using System.Collections.Generic;
 using UnityEngine;
 using Unity.Entities;
 using Unity.Jobs;
 using Unity.Collections;
 using Unity.Mathematics;
 using Unity.Physics;
 using Unity.Physics.Systems;
 using BurstCompile = Unity.Burst.BurstCompileAttribute;
 
 public class Collidesystem : SystemBase
 {
 
     BuildPhysicsWorld _buildPhysicsWorld;
     StepPhysicsWorld _stepPhysicsWorld;
     EndSimulationEntityCommandBufferSystem _commandBufferSystem;
 
     protected override void OnCreate()
     {
         _buildPhysicsWorld = World.GetOrCreateSystem<BuildPhysicsWorld>();
         _stepPhysicsWorld = World.GetOrCreateSystem<StepPhysicsWorld>();
         _commandBufferSystem = World.GetOrCreateSystem<EndSimulationEntityCommandBufferSystem>();
     }
 
     protected override void OnUpdate()
     {
         var collideData = GetComponentDataFromEntity<CollideData>(isReadOnly: true);
         var controlData = GetComponentDataFromEntity<ControlData>(isReadOnly: true);
 
         var destroyJob = new CollideJob
         {
             collideGroup = collideData,
             controlGroup = controlData,
             commandBuffer = _commandBufferSystem.CreateCommandBuffer()
         };
         this.Dependency = destroyJob.Schedule(_stepPhysicsWorld.Simulation, ref _buildPhysicsWorld.PhysicsWorld, this.Dependency);
 
         var triggerJob = new TriggerJob
         {
             collideGroup = collideData,
             controlGroup = controlData,
             commandBuffer = _commandBufferSystem.CreateCommandBuffer()
         };
         this.Dependency = triggerJob.Schedule(_stepPhysicsWorld.Simulation, ref _buildPhysicsWorld.PhysicsWorld, this.Dependency);
 
         _commandBufferSystem.AddJobHandleForProducer(this.Dependency);
     }
 
 }
 
 [BurstCompile]
 struct CollideJob : ICollisionEventsJob
 {
     [ReadOnly] public ComponentDataFromEntity<CollideData> collideGroup;
     [ReadOnly] public ComponentDataFromEntity<ControlData> controlGroup;
     public EntityCommandBuffer commandBuffer;
     public void Execute(CollisionEvent ctx)
     {
         Entity A = ctx.EntityA, B = ctx.EntityB;
         if (collideGroup.HasComponent(A))
         {
             if (controlGroup.HasComponent(B))
             {
                 JumpData data = new JumpData();
                 data.Speed = new Vector3(0, -1, -1);
                 commandBuffer.AddComponent(B, data);
                 Debug.Log("collide");
 
             }
         }
             
 
                 
     }
 }
 
 [BurstCompile]
 struct TriggerJob : ITriggerEventsJob
 {
     [ReadOnly] public ComponentDataFromEntity<CollideData> collideGroup;
     [ReadOnly] public ComponentDataFromEntity<ControlData> controlGroup;
     public EntityCommandBuffer commandBuffer;
     public void Execute(TriggerEvent ctx)
     {
         Entity A = ctx.EntityA, B = ctx.EntityB;
         if (collideGroup.HasComponent(A))
         {
             if (controlGroup.HasComponent(B))
             {
                 JumpData data = new JumpData();
                 data.Speed = new Vector3(0, -1, -1);
                 commandBuffer.AddComponent(B, data);
                 Debug.Log("trigger");
             }
         }
     }
 }
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