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Question by lovroxyz1 · Apr 17, 2020 at 08:14 PM · 2dcollisioncollider

Unity getting an object to pass through another object but still trigger collision

basicaly i need an object to be able to pass through an object just like as if it was a trigger, but still detect it as a colision becouse of the way i made hitting enemies work (or a way to get physics2d.overlapboxall to detect triggers), here is the code for my weapon attack and the enemy i need to pass through the player but also do damage to the player. if (AttackDelay <= 0) { //attacking Collider2D[] EnemiesToDmg = Physics2D.OverlapBoxAll(AttackPos.position,new Vector2(AttackRangeX,AttackRangeY),0, WhatIsEnemy); for (int i = 0; i < EnemiesToDmg.Length; i++) {EnemiesToDmg[i].GetComponent<Health>().takeDamage(AttackDamage);} and for the enemy

 void FixedUpdate()
 {

     
     RotateAndMove(target2);
     if (AttackRecharge<=AttackRechargeMax)
     {
         AttackRecharge += Time.deltaTime;
     }
    

 }

 private void OnTriggerEnter2D(Collider2D collision)
 {
     if(collision.gameObject.layer==10)
     {
         player.gameObject.GetComponent<Health>().takeDamage(20);
     }
     if(collision.gameObject.transform==target2)
     {
        
        
        if (!IsVisible)
         {
              target2.position = player.position + (player.position - transform.position) / 5;
         }
        else
         {
             TeleportToCamera(target2);
         }

     }

   
 }

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Answer by GreatOscarF · Apr 17, 2020 at 10:13 PM

What's wrong with OnTriggerEnter2D, should work just fine...

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avatar image lovroxyz1 · Apr 19, 2020 at 11:28 PM 0
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the way i have it setup atm it ontriggerenter wouldnt work, and would require a bunch of remakeing of the way weapons work, and also in the future i plan to make aoe weapon attacks which for which the easiest way ik how to do it is the way its setup right now

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