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Question by unityGecko · Sep 09, 2016 at 10:14 PM · 2dcollisiontriggerdestroycollider2d

2D: Destroy object with dynamic collider after exiting object with static collider

I have checked out countless similar threads all over the net and can't for the life of me figure out what I am doing wrong.

I have a static Box Collider 2D which covers the entire game area.

alt text

It has "Is Trigger" checked and contains a very simple script which should destroy every object that exits it.

 using UnityEngine;
 using System.Collections;
 
 public class DestroyByBoundary : MonoBehaviour {
     void OnTriggerExit(Collider other) {
         Debug.Log ("OnTriggerExit");
         Destroy (other.gameObject);
     }
 }

The player character shoots bullets which have a dynamic Circle Collider 2D.

alt text

However, the bullets are never destroyed when they leave the game area and just fly on indefinitely. The debug statement never gets executed either, of course. I have tried the same thing with OnTriggerEnter, which yields the same result.

If any more information should be needed, I'll be happy to provide it.

boundary.png (26.2 kB)
bullet.png (41.5 kB)
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Answer by unityGecko · Sep 10, 2016 at 05:10 PM

The problem was that I was using 3D classes and methods in a 2D environment.

I had to change the parameter type of OnTriggerExit to Collider2D and the method itself to OnTriggerExit2D.

 using UnityEngine;
  using System.Collections;
  
  public class DestroyByBoundary : MonoBehaviour {
      void OnTriggerExit(Collider other) {
          Destroy (other.gameObject);
      }
  }
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