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Question by carnivoris · Jan 24, 2015 at 07:16 AM · triggerontriggerenterontriggerexit

Trigger on MeshCollider Only Seems To Work at Edges of Mesh

I've got an area of my game world where I want fog and I'm using a trigger to change the render settings. I've made a mesh with the correct shape in Blender and attached this script to it

 using UnityEngine;
 using System.Collections;
 
 public class SwampFogScript : MonoBehaviour {
 
     void OnTriggerEnter(Collider other)
     {
         RenderSettings.fogColor = Color.green;
         RenderSettings.fogDensity = 0.1f;
         RenderSettings.fog = true;
     }
 
     void OnTriggerExit(Collider other)
     {
         RenderSettings.fog = false;
     }
 }

The fog only shows for a split second when you walk into the trigger. It's almost as if only the faces of the mesh are counted as the trigger. How can I overcome this?

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avatar image Cherno · Jan 24, 2015 at 08:42 AM 0
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Try setting the MeshCollider to Convex, and use multiple convex colliders instead of one concave one.

avatar image carnivoris · Jan 24, 2015 at 04:07 PM 0
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For some reason, if I turn on convex, it's just always returning true whether the player character is in the trigger or not.

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Answer by carnivoris · Jan 25, 2015 at 01:20 AM

I fixed it. I ended up using a boolean to check whether I had entered the mesh object in my OnTriggerExit function

 void OnTriggerExit(Collider other)
     {
 
         if (inSwamp == false)
         {
             inSwamp = true;
             RenderSettings.fogStartDistance = 5.0f;
             RenderSettings.fogColor = fogColor;
             RenderSettings.fogDensity = 0.01f;
             RenderSettings.fog = true;
         }
         else
         {
             inSwamp = false;
             RenderSettings.fog = false;
         }
     }

Since every time I enter the trigger, I also seem to exit it instantly, all the code I was using for OnTriggerEnter actually works in OnTriggerExit. The boolean keeps track of how many times you've exited the trigger mesh.

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