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Question by Kegrah · Oct 27, 2011 at 12:30 PM · collidertriggerenemy

Will an empty gameObject block my trigger?

I am creating a tower defense where the enemies run through certain areas to give them power ups. I have the enemies navigating to and running through the trigger areas. The trigger has a collider, and is checked for "is trigger" on that collider. I have setup multiple triggers for audio and player pickups before and haven't encountered any problems.

I thought the issue might have been that my enemies are sitting within an empty gameObject to fix their rotation while pathing, but I added a collider to that 'shell' gameObject and tagged it as Enemy as well to see if it would hit the trigger, and still no luck. Below is my trigger code and all the enemies I'm instantiating are tagged as Enemy.

 function OnTriggerEnter (col : Collider){
 if(col.gameObject.tag == "Enemy"){
     Debug.Log("Stone Trigger Hit");
 }
 }

I'm just keeping the code as simple as possible until I can actually see that it is triggering.

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avatar image syclamoth · Oct 27, 2011 at 11:06 AM 1
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OnTriggerEnter only works with rigidbodies. Got any rigidbodies?

Which is to say, as a general rule of thumb, you always need a rigidbody of some kind for any trigger or collision message to be sent.

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Answer by aldonaletto · Oct 27, 2011 at 01:13 PM

Triggers can detect CharacterControllers or colliders - but for colliders at least one of them (the trigger or the collider) must have a non-kinematic rigidbody attached. You can add a rigidbody to your enemy, but this may create problems when colliding with other objects - the physics reactions may make the enemy spin or be thrown away. It may be easier to add the rigidbody to the trigger - but uncheck Use Gravity, or it will fall through the floor for the eternity.

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