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Question by UpheavalEntertainment · Nov 25, 2016 at 11:36 PM · collidertriggerplayerbugnot working

PLAYER NOT ACTIVATING TRIGGER WHEN ON TOP OF THE COLLIDER! IS THIS A BUG

Ok, this is hard to explain, when my player goes through a "triggered" block on the wall side, the player goes through freely. but if the player lands ontop of the collider. the player just finds it as a floor and doesnt go through or anything, is this a bug? If someone can help please i cannot keep making my game :) The players components have a collider(Not triggered) and a rigid body love you guys. my player script is here

using UnityEngine; using System.Collections;

public class CharacterPersonController : MonoBehaviour{

 //public GameObject Player;
 [System.Serializable]
 public class MoveSettings
 {
     public float forwardVel = 12;
     public float rotateVel = 100;
     public float jumpVel = 25;
     public float distToGrounded = 1.01f;
     public LayerMask ground;
 }
 [System.Serializable]
 public class PhysSettings
 {
     public float downAccel = 0.75f;
 }
 [System.Serializable]
 public class InputSettings
 {
     public float inputDelay = 0.1f;
     public string FORWARD_AXIS = "Vertical";
     public string TURN_AXIS = "Horizontal";
     public string JUMP_AXIS = "Jump";
 }

 public MoveSettings moveSetting = new MoveSettings ();
 public PhysSettings physSetting = new PhysSettings ();
 public InputSettings inputSetting = new InputSettings ();

 Vector3 Velocity = Vector3.zero;

 Quaternion targetRotation;
 Rigidbody rBody;
 float forwardInput, turnInput, jumpInput;

 public Quaternion TargetRotation
 {
     get { return targetRotation; }
 }

 bool Grounded()
 {
     return Physics.Raycast (transform.position, Vector3.down, moveSetting.distToGrounded, moveSetting.ground);
 }
 void Start()
 {
 //    GetComponent<CapsuleCollider> ().isTrigger = false;
     targetRotation = transform.rotation;
     if (GetComponent<Rigidbody>())
         rBody = GetComponent<Rigidbody>();
     else
         Debug.LogError("the Character needs a riginbody");

     forwardInput = turnInput = jumpInput = 0;
 }

 void GetInput()
 {
     forwardInput = Input.GetAxis(inputSetting.FORWARD_AXIS);
     turnInput = Input.GetAxis(inputSetting.TURN_AXIS);
     jumpInput = Input.GetAxisRaw (inputSetting.JUMP_AXIS);
 }

 void Update()
 {
     GetInput();
     Turn();
 }
 void FixedUpdate()
 {
     Run ();
     Jump ();
     rBody.velocity = transform.TransformDirection (Velocity);
 }

 void Run()
 {
     if (Mathf.Abs (forwardInput) > inputSetting.inputDelay) 
     {
         //move
         Velocity.z = moveSetting.forwardVel * forwardInput;
     } 
     else
         Velocity.z = 0;

 }

 void Turn()
 {
     if (Mathf.Abs(turnInput) > inputSetting.inputDelay)
     { targetRotation *= Quaternion.AngleAxis(moveSetting.rotateVel * turnInput * Time.deltaTime, Vector3.up); }
     transform.rotation = targetRotation;
 }
 void Jump()
 {
     if (jumpInput > 0 && Grounded ()) 
     {
         Velocity.y = moveSetting.jumpVel;

     } else if (jumpInput == 0 && Grounded ()) 
     {
         Velocity.y = 0;
     } 
     else 
     {
         Velocity.y -= physSetting.downAccel;
     }
 }

}

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