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Question by BroDudeIII · Jun 30, 2015 at 08:13 PM · 2d gameanimatorontriggerenter

Issue with animator and Triggers

First off, the game is in 2D. So the problem is that having an animator component on a GameObject seems to prevent it from detecting collisions. I have a GameObject which has a RigidBody2D, a BoxCollider2D, and the following script: using UnityEngine; using System.Collections;

 public class CollisionStuff : MonoBehaviour {
     void OnTriggerEnter2D(Collider2D coll){
         Debug.Log ("trigger detected");
     }
 
 }
 

The other GameObject also has a RigidBody2D and a CircleCollider2D, and is a trigger. When the animator component is left on the first object, the debug log never happens.When the animator component is removed,the trigger is detected. Anyone know a way around this?

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avatar image Inok · Jun 30, 2015 at 09:05 PM 0
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if you think that problem in animator and if animator in same gameobject as rigidbody and collider try move rigidbody with collider to child gameobject or parent.

avatar image Vankraf · Dec 17, 2015 at 01:28 PM 0
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Same problem here. If I disable the Animator component the trigger is detected but if its enabled it is not detected. If I put a controller with a rotation animation in the Animator component the trigger is detected, but if I put a controller with a rotation and resize animation in the Animator component the trigger is not detected.

I think the problem might be in the resize of the game object. I am using a polygon collider 2d.

Any clues?

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