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Question by Modeus · Jul 10, 2014 at 07:54 PM · collisioncollisiondetection

Best approach for collision detection

I have projectiles that I fire from the player. These are not fast moving. Their position is manually updated using updates to transform.position in script.

I have a mesh which moves very slowly, also through manual updates to the transform.position updates via script.

I would like the OnTriggerEnter to fire on the projectile object when it collides with the mesh.

What is the best setup to make that happen?

I have a sphere collider on the projectile, and I've attached a kinematic rigidbody to it with discrete collision detection. This seems to only trigger the OnTriggerEnter sometimes, other times it passes right through. If I fire 3 shots at the mesh, all right after each other, at the same spot, some of them will trigger collision, while others will not. Unpredictable, but definitely intermittent.

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avatar image Panik.Studios · Jul 11, 2014 at 05:59 AM 0
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I think you should maybe use raycast? Every time I've had problems with collision raycasting helped.

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