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Question by mk26 · Nov 16, 2015 at 02:21 PM · triggerontriggerstay

OnTriggerStay on overlapping objects on instantiate

I have a case in which i want OnTriggerStay to be called, instead of OnTriggerEnter -> OnTriggerStay -> OnTriggerExit call in cycle.

How this case can be produced: If you instantiate an object on another object like two objects overlapping each other. Both objects have their trigger enabled, rigidbody attached and non-movable, but not mentioned as static.
Remember: If a moveable object triggers, it goes through its whole cycle of Enter, Stay and Exit. So, its not an issue of any component not attached to it.

My conclusion:

By the research on this case, my understanding to this point that triggering must go in cycle of Enter, Stay and Exit. It can't go directly in Stay state. Am i right???
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Answer by mk26 · Nov 19, 2015 at 06:10 AM

Yes, events works in cycle starting from Enter, Stay and Exit. And Enter should be called before Stay. Elaborated at Colliders Overview, first line of "Trigger" says

The scripting system can detect when collisions occur and initiate actions using the OnCollisionEnter function

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Answer by Dinosaurs · Nov 16, 2015 at 05:09 PM

Yes, this is how Unitys collision events work. Enter will always be called before Stay. Please read the documentation before submitting questions to Unity Answers.

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avatar image mk26 · Nov 17, 2015 at 06:37 AM 0
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Yes, i read the documentation. But there is nothing found similar to Enter should be called before Stay.

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