- Home /
Is the 2D physics collision matrix different?
And if so I need some help.
I need to detect collision between my sprites, which are kinematic and there's no way 'round it. So according to the collision matrix at http://docs.unity3d.com/Documentation/Components/class-BoxCollider.html, I should be just fine giving them all Kinematic-Rigidbody Trigger-Colliders. Video's blurry 'cause I'm lazy, but the two checkboxes I'm messing with are the rigidbody2d's Kinematic setting on bottom, and the collider's trigger setting on top. As soon as I disable Kinematic on one of them, I start getting the messages I need (in console) and that one starts falling off the level because hey, physics.
Am I doing something wrong or are KRTC interactions just not working in 2D?
And a screenshot of their rigidbody/collider setup in case I'm missing something obvious there:
https://www.dropbox.com/s/crlc1gaffz7wm72/Not%20triggering.png
Answer by Loius · Nov 16, 2013 at 01:22 PM
It's not an ideal solution, because the scripting reference is still in conflict with my experience, but I was able to come to a working position.
My characters are now non-kinematic triggers, but their rigidbodys' gravity scale is zero. Since they're triggers, they're not going to get physics'd by anything. Now all the trigger functions work as expected.
Answer by arlinon · Nov 16, 2013 at 09:15 PM
I am experiencing this issue too. Not being able to have kinematic triggers make things really crude.