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Question by TotalPixel · Jul 03, 2014 at 03:03 PM · trigger

Trigger detection

Hi all, im trying to make object detect if they have been hit by an explosion, but having trouble getting the objects to detect if they have been hit.

I have made the explosion a big sphere and anything with a certain tag in it or that touches it should be destroyed.

The explosion object has collision2d has collision added and the objects im trying to destroy have a rigidbody2d applied.

Any help will be greatly appreciated.

         void OnTriggerEnter(Collider2D objecthit)
         {
             if(objecthit.gameObject.tag == "enemy")
             {
                 //objecthit.gameObject.active = false;
                 Destroy (objecthit.gameObject);
             }
 }
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avatar image darthtelle · Jul 03, 2014 at 03:20 PM 0
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The explosion collider definitely is set to trigger? And the enemies and explosion object all have rigidbodies attached? Have you tried setting a breakpoint in OnTriggerEnter to see if it gets called at all?

avatar image TotalPixel · Jul 03, 2014 at 03:26 PM 0
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Hi, yeah all defo set and tried adding a breakpoint too, its beginning to fry my brain lol.

avatar image tanoshimi · Jul 03, 2014 at 03:40 PM 0
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objecthit needs a collider too - not just a rigidbody.

avatar image TotalPixel · Jul 03, 2014 at 03:45 PM 0
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Was just thinking, my enemys are attatched to a prefab with rigidbody2d, there are two enemys per prefab and both the enemys have collider2d on them.

does this make a difference?

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Answer by ViIIain · Jul 03, 2014 at 03:44 PM

I believe the method name should be

  void OnTriggerEnter2D(Collider2D other) {
         /* collision code here */
     }


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avatar image TotalPixel · Jul 03, 2014 at 03:57 PM 0
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Thanks, cant believe I just didn't put the 2D lol

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