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Question by krillinat0r123 · Mar 14, 2017 at 08:34 PM · collidersdetectionprecise

How do i make precise colliders

I have been stuck with this problem for quite some time now and i hope you guys can help me out!

I have an enemy AI, which has a big primitive box collider as component. I fire arrows from my player and detects the collision with OnTriggerEnter(). The problem is that this isn't a very precise way to detect collisions. I have tried adding a lot of small colliders on the enemy but the colliders doesn't seem to follow the enemy's animation. How do i go around this? If it is even possible?

Thanks in advance!

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avatar image hexagonius · Mar 14, 2017 at 10:03 PM 0
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heave you added your colliders to their respective gameobjects? like a collider on the arm, one to the head?

avatar image krillinat0r123 hexagonius · Mar 15, 2017 at 02:47 PM 0
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Thanks for answering! - I have tried, but how will these trigger the Parent objects OnTriggerEnter()?

avatar image hexagonius krillinat0r123 · Mar 15, 2017 at 06:24 PM 0
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they do this by default, because every rigidbody gathers it's hierarchy colliders and create a compound collider. $$anonymous$$ind though, that your animator should be set to animate physics

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