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Question by coolbird22 · May 19, 2014 at 04:27 PM · collisionontriggerexit

Why is my OnTriggerEnter not working ?

I earlier had OnTriggerEnter2D in my code along with a Box Collider 2D and a Rigidbody2D attached but I had to change some things and change the those to their 3d counterparts. I removed the BoxCollider2D and Rigidbody2D and edited the code to have OnTriggerEnter instead of OnTriggerEnter2D. Now suddenly, I have no collisions that get detected in the game. Nothing gets debugged either. I have 'IsTrigger' ticked on, on the BoxCollider and 'IsKinematic' ticked off, on the Rigidbody. Why are no triggers being detected ? The following is my code:

 void OnTriggerEnter(Collider kaboom)
     {
         Debug.Log ("colliding");
         if (!invulnerable) {
             if (kaboom.gameObject.tag == "Crowd") {
                 invulnerable = true;                    // disallow further damage
                 playerDamageByCollision = true;                
             }
         } 
     }

PS: I'm using the 2D mode in Unity

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Answer by Jeff-Kesselman · May 19, 2014 at 04:52 PM

If you are using 2D sprites and 2D physics you need a 2D trigger enter callback

http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.OnTriggerEnter2D.html

2D and 3D physics are completely separate systems.

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avatar image coolbird22 · May 19, 2014 at 04:54 PM 0
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I'm using only those elements that belong to the 3D physics i.e Rigidbody, BoxCollider and OnTriggerEnter. I was using 2D physics earlier but had to switch to 3D.

avatar image coolbird22 · May 19, 2014 at 05:48 PM 0
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I reverted back to my old code that was working for me. Though it is my belief that 3D physics don't work in the 2D mode but I may be wrong. I'll keep this question open until someone can confirm the same.

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