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Question by acsamowitz · Oct 18, 2018 at 08:24 PM · rigidbody2d gamerigidbody2dcolliderscollider2d

All colliders not longer working

I've been working on creating a 2D game utilizing the RigidBody2D and a couple of different 2D colliders. My player controller, map/tile palette, and collectable objects were working fine. The only object that wasn't was my enemy prefab, until this morning.

First thing I did was switch the object from a 2D circle collider to a sphere. Still didn't register with my other colliders.

I then copied the entire hierarchy one by one from the working collectable object over to the enemy object to see if that would do it. It was at that point I notice the collectable object, which was successfully working thirty minutes prior, was no longer registering with the player colliders.

Then I tried copying the player colliders over to the enemy object. The player stopped working. At the same time, the map stopped working.

The colliders are clearly there and on the prefabs. They just aren't preventing collision.

Also, my player controller's rigid body 2D is set to Dynamic, while my enemy's rigid body 2D is set to Kinematic.

Here is a link to a screen recording of my hierarchy and what is happening to the game.

I am using Unity2018.2.13f1 now because I thought updating would fix it. It stopped working while I was in 2018.1.10f1.

This is the programming I have for the collectable object which was working previously:

 public class Collectable : MonoBehaviour {
 
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
     
 
     }
 
     public void OnCollisionEnter2D(Collision2D target)
     {
         //f (target.gameObject.tag == "Player")
             Destroy(gameObject);
     }
 
     public void OnTriggerEnter(Collider other)
     {
         Destroy(gameObject);
     }
 
 }
 

How do I fix this?

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