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Question by deniswells59 · Jun 05, 2019 at 07:53 PM · 2dcollisionnoobground

OnCollisionEnter2D/OnCollisionStay2D only detecting collision with the ground

I'm having issues detecting collision with an NPC. The NPC has a Rigidbody2D with Kinematic type set. Also a Box Collider 2D with isTrigger set to true.

The Layer Collision Matrix looks good and both object's Z position are set to 0. But the only arguments passed to OnCollisionEnter2D or OnCollisionStay2D are the ground's collider.

If I turn isTrigger off on the NPC's collider, then onCollisionEnter works, but I want the player to be able to walk passed the NPC without physically being stopped by the collider.

Already attempted the answers given here. I'm pretty new to Unity + C#, so thanks in advanced.

 // Player Script
 private void OnCollisionStay2D(Collision2D collision) {
       // Only logs if we're colliding with the NPC's layer (which seems to work)
       LayerMask NPCLayerMask = LayerMask.GetMask("NPC");
       if(!myCollider.IsTouchingLayers(NPCLayerMask)) { return; }
       
        // If this is uncommented, nothing ever logs
       // if(collision.gameObject.tag != "NPC") { return; }
 
       Debug.Log("@@ Collision= " + collision.gameObject.name) // Always "Ground"
 }
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Answer by deniswells59 · Jun 06, 2019 at 11:21 PM

Okay, I figured it out. I should be using OnTriggerStay2D.

I don't regret putting the "noob" tag on this question at all.

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