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Question by unitydev0008 · Dec 06, 2010 at 03:07 AM · collisionrigidbodydetectiondisable

Rigidbody stops moving by code and then doesnt respond to collision

So ya i have narrowed the problem down and can see that when i make my model stop for 3 seconds in order to perform an animation the rigidbody stops responding to collision, and when the GO starts moving again collision works as intended. The rigidbody is set it isKinematic and the collider projectiles have a trigger collider on them. NOTE the problem still exists if i switch the rigidbody to no isKinematic.

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avatar image unitydev0008 · Dec 06, 2010 at 03:14 AM 0
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NOTE turned off the animation and still have the problem so i know its not the animation now. So disregard this question please the problem lies elsewhere.

avatar image Justin Warner · Dec 06, 2010 at 05:37 AM 0
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Add a collider ($$anonymous$$esh) to it maybe?

avatar image unitydev0008 · Dec 06, 2010 at 07:55 AM 0
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Already have a box collider mesh on the GO still searching for the new problem as stated its not with the animation.. But still drawing blanks lol going to take off for the nite mayb itll smack me in the face 2morrow

avatar image unitydev0008 · Dec 06, 2010 at 10:02 PM 0
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UPDATED question to reflect the problem

avatar image unitydev0008 · Dec 06, 2010 at 10:17 PM 0
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Problem Solved! For those of you interested all i did was switch the animated model to a trigger and the projectiles to rigidbody. Not sure why rigidbody has to move to detect collision but it works.

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Answer by skovacs1 · Dec 06, 2010 at 10:20 PM

It sounds like your rigidbody is falling asleep. See the docs. You would use rigidbody.WakeUp(); to prevent this from being a problem.

If that isn't it, then it could well have something to do with either your exact setup or what you are expecting it to do. In that case, perhaps you might consider detailing clearly what you are doing to test your collisions when your Rigidbody is stopped and how exactly you expect it to react.

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