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Question by BBrown4 · Apr 08, 2014 at 10:17 PM · collisionrigidbodydetectionmesh collider

Mesh Collider STOPPING Objects Instead of Detecting Collision

So before I remembered about Unity Answers, I posted my issue here:

http://forum.unity3d.com/threads/239083-Mesh-Collider-Troubles-(Collision-Detection)

A brief explanation is that the bullets are supposed to hit an object and get destroyed, and it works properly on a cube. However, with an imported asteroid model, the mesh collider is stopping the bullets rather than destroying them. There is an image and my OnCollisionEnter function included in the link I provided.

Since then I've tried adding a rigidbody to the Asteroid and that semi-worked. It was sort of hit and miss with the bullets being destroyed though. They also were pushing the asteroid away, which I don't mind so much, I can just give the asteroid a large mass to limit the amount it moves. From what I understand though, with OnCollisionEnter, only ONE of the objects needs to have a non-kinematic rigidbody attached to it. What am I missing?

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Answer by sebrobitaille · Apr 09, 2014 at 04:52 AM

I don't know what might be causing this, all the code looks fine. But on thing you could try us making the collider a trigger an and using OnTriggerEnter instead.

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avatar image BBrown4 · Apr 30, 2014 at 07:03 PM 0
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Hmm yeah it must have been one of those unexplained occurrences where everything is fine but decides it wants to be a douche :P. I've fixed it with the method mentioned above, and it's working fine now :)

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