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Question by Chamber · Dec 21, 2014 at 02:30 AM · physicscollidertrigger

Collider IsTrigger won't work correctly with close second Collider

Hello, I'm currently trying to create an Gameobject with two Colliders, a Trigger Collider(Box) and a Physics Collider(Mesh).

The trigger Collider only covers the top of my object, while the Physic Collider covers the whole Gameobject.

When my Character lands on the top of the Gameobject, it has to bounce into the air. And not bounce into the air when it touches the side of the Gameobject.

This only works correctly when the Colliders are far apart. I want them to be almost directly above each other.(See Image)How it has to be

When the character jumps on top of the Gameobject, the Debug Log shows that the Trigger is triggered but no bouncing happens...

Player code when on Gameobject:

PlayerCodeSnipet

Thank you in advance

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avatar image Jonathan-Bro · Dec 21, 2014 at 04:19 AM 0
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If you are seeing the Debug log, then yes you're trigger is working. In that case, you should be showing what player$$anonymous$$oveDirection does exactly, because it seems like this is not be executed the way it should.

avatar image Chamber · Dec 21, 2014 at 09:34 AM 0
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Hi Jonathan,

Yes, the Trigger works as it shows the Debug Log and plays the Jump animation.

$$anonymous$$aybe it doesn't work correctly because the Physic collider below the Trigger collider stops the upward movement and therefore disables the upward movement command of the trigger collider.

Is there a way to get around this?

I have tried it with separate Gameobjects, but it doesn't help.

avatar image blueLED · Dec 21, 2014 at 09:40 AM 0
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Does it work when the mesh collider is not there?

avatar image Chamber · Dec 21, 2014 at 09:48 AM 0
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Hi BlueLED,

Yes, it works if I disable the $$anonymous$$esh Collider.

It also works if I set the $$anonymous$$esh Collider to Trigger and disable the Box Collider.

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