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Build and Editor collisions behaving different?
Two objects that collide: -One is a Rigidbody Kinemactic without gravity and with a sphere collider. (bar) -the other is a Rididbody non-kinematic with gravity and with a box collider. (powerup)
They`re on different layers, that have collision between them (and it works, because i've got other prefabs (powerups) that are in this "powerup" layer.
On the editor, the OnCollisionEnter is detected (script is on powerup). But on a web and iOS build the same script/method fails to be called, even the physics engine recognizing the touch of both colliders (bar x shield powerup). So both objects respect the bouds of the colliders. On the same project and builds or editor, other powerups (extra live, etc..) works perfectly with the same configuration.
Any thoughts about this?
Thanks.