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Question by yvyv1000 · Jul 23, 2016 at 03:02 PM · scripting problemcollisioncollidercollidersontriggerenter

OnTriggerEnter does not work

so I have a collider script for my Player and the Enemy (player is the standard character controller)

 function OnTriggerEnter(collision: Collider) {
     if(collision.gameObject.name == "Player") {
         Debug.Log("Is touched");
         GetComponent.<Animation>().Play("attack");
 
     }
 
 }

I have 2 colliders on the enemy 1 set to is trigger and 1 without is trigger and that one is just for colliding with terrain and buildings. the problem however is that when my player collides with the enemy nothing happens unless I make the box collider for the terrain 0 on the Y scale and place it at the enemies feet. but then the player is able to walk through the enemy and that should not happen. I already tried making the box collider with the Istrigger on bigger than the one with it off but that doesn't do anything the enemy has a rigidbody attached to him. the character controller has it's standard components and nothing more than that

can someone tell me how I can get this to work thanks.

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Answer by ScaniX · Jul 23, 2016 at 04:48 PM

I don't think you are supposed to have more than once collider on a game object. I am almost sure that this will produce some problems.

Why aren't you just using colliders with IsTrigger = false and implement the OnCollisionEnter() method for your behaviour?

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avatar image yvyv1000 · Jul 23, 2016 at 05:32 PM 0
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Because the oncollisionenter method Does not work with the unity firstpersoncontroller prefab that is in the standard assets

avatar image yvyv1000 · Jul 23, 2016 at 05:34 PM 0
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And they aren't on the Same gameobject the one collider with is trigger off is a empty game object and is a child of the firstpersoncontroller

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