Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by trommlbomml · Jan 03, 2015 at 07:15 PM · instantiateprefabtrigger

Prefab instantiated does not fire trigger

I have a bomberman-like game. To realize dying for the player I Spawn GameObjects with a particle effect and a box collider trigger. When the Player OnTriggerEnter/Stay is called, the player dies.

The strange thing about is the following: The Trigger is not called when the explosion is spawned inside my player via script! But When I move the player a little bit, everthing works! Neither OnTriggerEnter nor OnTriggerStay is called.

But when I place my object via the editor the same way inside the player, everthing works as expected.

Everthing is set up as it should (hopefully): Player has rigidbody with capsule collider.

Here is my code to spawn the explosion:

 private void SpawnExplosionPrefab(Point position, bool startPlayAudio)
     {
         var worldPosition = GameController.Instance.GetWorldPosition(position);
         var explosion = (Transform)Instantiate(ExplosionPrefab);
         if (startPlayAudio) explosion.audio.Play();
         worldPosition.y = explosion.position.y;
         explosion.position = worldPosition;
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Oribow · Jan 03, 2015 at 08:33 PM

Try to avoid using a trigger. Instead use the Physics.OverlapSphere() to check if the player is in explosion range.

 Collider[] col Physics.OverlapSphere (worldPosition,explosionRange);
                 foreach(Collider c in col)
                 {
                     if(c.tag=="Player")
                     {
                         //kill the player
                     }
                 }
Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image trommlbomml · Jan 05, 2015 at 09:09 PM 0
Share

OverlapSphere does not suit my requirements properly I think, but this will be a small workaround.

Does Anyone has a logical answer why this does not work as expected?

avatar image Priyanshu · Jan 05, 2015 at 09:31 PM 0
Share

OnTriggerEnter does not work when bomb instantiates inside player because it never hits player's collider.

But when u move your player or place the object inside the editor. It hits its collider and thus works.

avatar image trommlbomml · Jan 06, 2015 at 09:00 AM 0
Share

I think the collision intersection is also provided by spawning it via script the same way as I place it in the editor. I testet it stopping the scene and checking the colliders. I will use a workaround anyway as this does not seem to be viewed as a bug.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How to control Tracked Image Prefab - AR Foundation 1 Answer

Instantiated Prefab's script doesn't work 2 Answers

Prevent instantiating on collider 1 Answer

Instantiated Prefab Trigger not firing. 0 Answers

Spawn game objects randomly with no overlapping 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges