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Question by hatenames · Sep 29, 2013 at 08:31 PM · rigidbodyontriggerenter

OnTriggerEnter requiring both to be rigidbodies ?

I've been reading that for OnTriggerEnter you only need one of the gameObjects to be a rigidbody.

Now that worked just fine for my Tower to detect my Enemy. But when my Tower shoots at the Enemy, the bullet trigger does not work unless I also add a rigidbody to it.

Why is that? The enemy cube is already a rigidbody, why won't OnTriggerEnter work for the bullet unless both the bullet and the enemy cube are rigidbodies?

Is there a better way to do it? Am I doing it the wrong way?

I hope this isn't a bad way to ask a question, I would just like to understand how things work. Thanks in advance for any help

Edit: Posting code as requested, they both already have tags

 //enemy
 function OnTriggerEnter( other : Collider ) {
     if(other.gameObject.tag == "Bullet") {
         Destroy(other.gameObject);
     }
 }
 //bullet
 function OnTriggerEnter( other : Collider ) {
     if(other.gameObject.tag == "Enemy") {
         Destroy(gameObject);
     }
 }
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avatar image gamerant · Sep 29, 2013 at 08:50 PM 0
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Post the code that is relevant here as there might be a problem with it. And try adding a tag to your enemy and make sure that when the collision happens between the two game objects that the tag is found.

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Answer by aldonaletto · Sep 29, 2013 at 08:55 PM

This rule is valid when the trigger is static and other colliders hit it; if the trigger moves and hits other colliders, it must have its own rigidbody - preferably a kinematic rigidbody, since apparently you're moving the bullet via Translate.

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avatar image hatenames · Sep 29, 2013 at 08:59 PM 0
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Aw I can't upvote you till I have 15 rep. Anyway this makes sense now, thank you so much for explaining it, I knew it had to be something simple. I love you! Is there something wrong with moving the bullet via Translate btw?

avatar image aldonaletto · Sep 29, 2013 at 09:16 PM 0
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Usually the bullet is a regular (non-kinematic) rigidbody, and you just launch it with AddForce or by directly setting its velocity - in this case, the event OnCollisionEnter must be used to detect when the bullet hits something. Take a look at this question to see an example of how to launch a rigidbody bullet.

The rigidbody bullet is easier because you just have to launch it - the physics does the rest. $$anonymous$$oving the bullet yourself via Translate may be better when you want some special behaviour, like a ho$$anonymous$$g bomb.

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