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Question by iwillbenice · Jun 27, 2014 at 03:58 AM · collidertriggerontriggerenteroncollisionenter

Colliders that do not collide...

Ok..I made a 2d puzzle where one need to put together pieces in right place to get picture arranged. When I drag piece of puzzle I want it to collide with grid cells so I can make piece to snap to grid cell. Not happening, OnCollisionEnter(Collision c) is not called, and no, I did not set collider to be trigger. Every grid cell and every piece of puzzle have BoxCollider (3d, because that is how I select pieces when I Physics.Raycast(args) from camera to mouse position). I look at them in scene view and I see them collide, but Unity is like: "nope". Something is rotten...help..

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avatar image amilo1003 · Jun 27, 2014 at 04:29 AM 0
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one of objects needs to have rigidbody component to send u a call :)

avatar image iwillbenice · Jun 27, 2014 at 09:18 AM 0
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True, I did this, but they still do not collide when I drag piece over grid in-game. When I move them trough scene view when game is running void is called, and only if I move grid cells. If I move pieces void is not called. Of course I want it to work in-game xD I tried to set rigidbody.collisionDetectionMode to other values but it did not help...Any ideas?

avatar image iwillbenice · Jun 27, 2014 at 09:20 AM 0
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I put the script on grid cells or pieces, same result.

avatar image tanoshimi · Jun 27, 2014 at 09:31 AM 0
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You can't just randomly try chucking scripts on different objects until it magicly works - the collision system is quite well documented - you need colliders on both components, a non-kinematic rigidbody attached to at least one of the components, and the collision layer matrix setup accordingly.

avatar image iwillbenice · Jun 27, 2014 at 10:44 AM 0
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Yeah, I have that now. I do not place scripts randomly dude. Because I have grid cells and pieces I tried to put scripts on just grid cells first, and when not worked then just on pieces (I know there is no difference for collision detection, I suspected there is some bug there). I have colliders on both components, non-kinematic rigidbody attached to one of them (grid cells), layer matrix setup is fine, they do not ignore each other.

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Answer by iwillbenice · Jun 27, 2014 at 12:02 PM

Hi, I did not fully respect http://docs.unity3d.com/Manual/CollisionsOverview.html so it resulted with this. Case closed, thanks everyone for trying to help.

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