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Question by Positronic · Apr 06, 2013 at 01:47 AM · collisionbasiccollisiondetectioncollision issues

Need some basic collision detection help

I'm not sure what I'm doing wrong here...I was trying to implement and test a basic player health system where if the player touched an enemy, they would lose HP. After going through numerous tutorials and looking at unity forums, I have found that I can't even do a basic collision test...and I decided to go incredibly basic. What I have right now is a plane with a cube(no rigidbody or anything else added) and a Capsule with a character input controller on it. I have a script in c# and one in javascript on both with a debug.Log function on them. Could anyone please help me out with this? I feel like an idiot.

The C# script looks like this:

using UnityEngine;

using System.Collections;

public class Collisionnnn : MonoBehaviour {

void Start () {}

void Update () {}

void onCollisionEnter(){

 Debug.Log("Hit something!");


}

}

and the javascript one looks like this:

pragma strict

function onCollisionEnter(){

  Debug.Log("Hit something!");

}

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avatar image Ultrasnowfire · Apr 06, 2013 at 02:24 AM 1
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Do you have a collider applied to the objects? like a box collider.

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Answer by DryTear · Apr 06, 2013 at 02:47 AM

Go to GameObject>CreateOther>Cube

and apply this script to it:

 function OnCollisionEnter(c : Collision){
     Debug.Log("Collided with "+c.gameObject.name);
 }

 function OnTriggerEnter(b : Collider){
     Debug.Log("Triggered with "+b.gameObject.name);
 }

create 2 cubes, one with isTriggered set true other one to false and see the results

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Answer by Chronos-L · Apr 06, 2013 at 05:43 AM

Your code is alright. However, you will need to check the setup of your cube and capsule.

Look at the table at the bottom of http://docs.unity3d.com/Documentation/Components/class-BoxCollider.html

If you have a character and a cube, a typical setup for collision would be:

Character

  • Collider

  • Rigidbody: IsKinematic

Cube

  • Collider

  • Rigidbody

Your character will become a Kinematic-Rigidbody-Collider and the cube is a RigidBody-Collider, and based on the table, both of them will react to collision detection and the collision-related functions in their respective scripts will be run.

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