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Question by marshel126 · Jan 30, 2017 at 03:34 PM · collisioncollidertriggerontriggerexit

ontriggerexit not working

I have code where when the player leaves a platform, the platform should fall. But instead, the player just falls through the platform instantly. The code is:

 void Start () {
      rb = GetComponent<Rigidbody>  ();
  }
  void OnTriggerExit(Collider other){
      if (other.gameObject.CompareTag ("player")){
          rb.useGravity = true;
      }
  }

I have the player set as a trigger and the code is a component of the floor.

Any fixes?

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Answer by PizzaPie · Jan 30, 2017 at 05:16 PM

The player shouldn't be a trigger unless you want it to ignore all colliders and pass through them. Also the platform shouldn't be a trigger too cause it wouldn't be possible to walk on it while using physics. So a viable solution would be to create an empty box collider on top of the platform link it to the platform and make it the trigger. And assign that script to the new Trigger Collider

 public Rigidbody platformRB;
 
     void OnTriggerExit(Collider col)
     {
         if(col.gameObject.tag == "Player")
         {
             if (platformRB != null)
                 platformRB.useGravity = true;
         }
     }

OR

change on your code the line :

 void OnTriggerExit(Collider col)

to:

 void OnCollisionExit(Collision col)

And remove any triggers

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avatar image marshel126 · Jan 31, 2017 at 03:39 PM 0
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Thanks for the reply! OnCollisionExit doesn't seem to work, even without all the triggers, so how do I link the new collider to the platform?

avatar image PizzaPie marshel126 · Jan 31, 2017 at 05:27 PM 0
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Attach the above script to the new Trigger Collider on the Inspector and Drag and Drop the Platform GameObject to the field platformRB. It should work. Now on the OnCollisionExit, it should work if it is attached on the Platform GameObject. Gonna test it later i ll update you if it works.

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