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Question by bnielson · Mar 01, 2021 at 03:03 AM · physicsignorecollision

IngoreCollision() does not work

I know this is a really basic question, but it is stumping me and I can't find an answer online anywhere.

So I have an item -- just a cube with a box collider and rigidbody reshaped to look like a tablet with some writing on it -- that I want to 'pick up.' I put a sphere collider on the character to detect when I'm near the object via triggers. When I do, I then put the item into the character's hand. Here is the entire script in question:


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class HoldItem : MonoBehaviour
 {
     public GameObject item=null;
     private Animator heroAnim;
     private Transform objectSpot;
     private void Awake()
     {
         heroAnim = GetComponent<Animator>();
         objectSpot = this.transform.Find("mixamorig:Hips/mixamorig:Spine/mixamorig:Spine1/mixamorig:Spine2/mixamorig:RightShoulder/mixamorig:RightArm/mixamorig:RightForeArm/mixamorig:RightHand/ObjectSpot");
         if (item != null)
             ReceiveItem(item, true);
 
     }
 
     private void ReceiveItem(GameObject newItem, bool force = false)
     {
         if (force || item == null)
         {
             Rigidbody rb = newItem.GetComponent<Rigidbody>();
             if (rb == null)
                 Debug.Log("Item has no rigidbody.");
             Physics.IgnoreCollision(newItem.GetComponent<Collider>(), gameObject.GetComponent<Collider>());
             //Physics.IgnoreLayerCollision(8, 9);
             rb.isKinematic = true;
             rb.transform.SetParent(objectSpot);
             rb.transform.localPosition = Vector3.zero;
             rb.gameObject.transform.localPosition = Vector3.zero;
             item = newItem;
         }
     }
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.tag == "Holdable Item")
             ReceiveItem(other.gameObject);
     }
 

 }


When I do this, the cube object is still asserting physics on the character and the character starts to slide away from the cube held in his hand. I am calling to ignore the collision, so I don't know what this would be. I've tried also grabbing the trigger sphere collider and ignore it and that doesn't help.

However, note the commented-out IgnoreLayerCollision() call. It works just fine if I use it. But I really wanted to specifically turn off physics collisions for the character and the object in his hand, not for the whole layer.

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