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Question by JakeMcDig · Aug 23, 2014 at 06:15 AM · animationcollidertriggerlegacy

How do you set up a trigger animation without going through the collider?

Hi, i am trying to create a simple trigger animation by having my player collide with the GameObject's Collider, therefore causing the GameObject to do its animation. I set it up so that the animation type is 2 and is legacy, and I tagged my FirstPersonControl "Player". For some reason, though, when I set my collider to "Is Trigger", I go through it and the animation doesn't even play. But when I uncheck the "Is Trigger", I DO collide with the collider, but the animation still does not play. Here is the script if you think thats the problem.

var doorClip : AnimationClip;

       function OnTriggerEnter (player : Collider) {
       if(player.tag=="Player")
       GameObject.Find("Room1_PrisonCellDoor").animation.Play("DoorOpen");
       }



Specifically, i'm creating a prison-themed area and I want my prisoner to be able to walk to the PrisonCellDoor, and it opens. Thanks for any advice/help.

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What is this script attached to? Do you have errors enabled in your debug console? Are you sure "GameObject.Find("Room1_PrisonCellDoor") is returning a valid game object? Have you put a Debug.break() or Debug.Log() statement in to verify you are entering the "tag==Player" code? Does your prison door have a rigid body assigned (would be bad I think)? If you have isTrigger deselected, OnTriggerEnter will not get called, but OnCollisionEnter will get called. If isTrigger is selected, the opposite is true (it took me a while to realize this).

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