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Question by Peanut97 · Nov 12, 2013 at 02:53 AM · animationmovementtriggerloadlevel

Script on moving object doesn't work?

Hello all,

I ran into a problem that I can't seem to find a solution to... I would appreciate it greatly if anybody could help me out with this one. In my scene, I have a Player and and Object called "Monster." The "Monster" object is moving in a loop on a simple keyframe animation (he is running around.) I have a cube set to "Is Trigger" childed to the Monster that is supposed to load the next level when the player touched it. Here is the script:

 using UnityEngine;
 using System.Collections;
  
 public class LoadLevel9 : MonoBehaviour
 {
 void OnTriggerEnter(Collider other){
     AutoFade.LoadLevel("BasementEND" ,0,1,Color.black);
     }
 }

I know for a fact that this script works because I have tested it when it is stationary. It seems almost as if the script does not work because it is moving. Can anybody help me find a solution to this problem? If you need more information, I'm happy to answer any questions. I appreciate your help.

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Answer by aldonaletto · Nov 12, 2013 at 04:05 AM

I think you're right: a moving trigger must have a kinematic rigidbody in order to generate OnTrigger events. As a rule of thumb, collision/trigger events only occur when a rigidbody hits a collider, not the other way around. Add a kinematic rigidbody to the cube and your problem probably will be solved.

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avatar image danielskovli · Nov 12, 2013 at 04:55 AM 0
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Also, if you're still having problems after doing what aldonaletto said, it could be that your movements are too fast to register as a hit. If that's the case, your scene scale, collider size and physics accuracy could need some tweaking.

avatar image Peanut97 · Nov 12, 2013 at 10:17 PM 0
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Thank you both so much! I appreciate your help!!

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