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This question was closed Sep 14, 2013 at 09:43 PM by clunk47 for the following reason:

Duplicate Question

http://answers.unity3d.com/questions/536949/how-to-make-a-collider-trigging-and-go-though.html

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Question by ardizzle · Sep 14, 2013 at 09:37 PM · javascriptrigidbodyignore collisions

How to make a rigid body ignore collider

How do i make a rigid body ignore a collider but still trigger it so the code goes off.

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Answer by Lukamyte · Sep 15, 2013 at 12:50 AM

Have you tried setting the rigidbody's collider to being a trigger?

 function OnTriggerEnter(other : Collider){
      Triggered = true;
 }

This should do the trick. You only need to set up the variable.

Edit--

You need to set up a tag for the object. Go to "tags" on the desired object and set the tag to one of your choice. There should also be the option of adding new tags.

alt text

From there use this edited version of the script above.

 function OnTriggerEnter(other : Collider){
      if(other.tag == "tag"){
              Triggered = true;
      }
 }
 



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avatar image ardizzle · Sep 15, 2013 at 01:20 AM 0
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Well i made some progress. I can get it to pass through the collider but not trigger. Where do you set it on the rigidedBody to trigger?

Also here is the script i have so far.

 function OnTriggerEnter (other : Collider)
 {
     if(other.gameObject.name == "Center Road Collider")
     {
         inputSteer = .3;
         print("Im hitting the center");
         yield WaitForSeconds(1);
         inputSteer = -.3;
         yield WaitForSeconds(1);
         inputSteer = 0;
     }
     if(other.gameObject.name == "Big Turn Begin")
     {
         print("hello");
         var cornerScript = GameObject.Find("Corner").GetComponent(CornerSteerAngle);
         inputSteer = cornerScript.wideSteerAngle;
     }
 }

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