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Question by Koopixd · Oct 23, 2020 at 06:21 AM · rigidbody2dcollider2d

Problem with collider, rigidbody 2D

Hello I'm writing to you in order to get help, because im beginner, and i'm stuck. I have 2 objects - bullet and asteroid, and my goal is that fired bullets has to destroy asteroid, but when i enter play mode bullets are just going through it and don't interact. To the asteroid i added components rigidbody2d set to kinematic and polygon collider 2d, and for bullet i added rigidbody2d component set to kinematic Below I'm showing codes for both classes:

 using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  [RequireComponent(typeof(Rigidbody2D))]
  [RequireComponent(typeof(Collider2D))]
  public class Asteroid : MonoBehaviour
  {
      [SerializeField]
      float Durability = 6f;
    
      void Start()
      {
          SetSpeed();
      }
  
      void Update()
      {
          
      }
      private void SetSpeed()
      {
          var targetSpeed = Random.Range(2f, 3f);
          GetComponent<Rigidbody2D>().velocity = Vector2.down * targetSpeed;
      }
  
      private void OnTriggerEnter2D(Collider2D collision)
      {
          var obj = collision.gameObject;
          var bullet = obj.GetComponent<Bullet>();
  
          if (bullet != null)
          {
              Durability--;
              Destroy(obj);
   
              if (Durability <= 0)
                  Destroy(gameObject);
          }
      }
  }

=====================================================================

 using JetBrains.Annotations;
  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public enum CannonType { Single, Double, Triple }
  [System.Serializable]
  
  [RequireComponent(typeof(Rigidbody2D))]
  [RequireComponent(typeof(SpriteRenderer))]
  public class Bullet : MonoBehaviour
  {
      [SerializeField]
      float Speed = 6f;
  
      public void Configure(BulletType bulletType)
      {
          GetComponent<SpriteRenderer>().sprite = bulletType.Sprite;
          GetComponent<Rigidbody2D>().velocity = transform.rotation * Vector3.up * bulletType.Speed;
      }

i'm sorry to bother, and kindly asking for help.

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