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Question by MOrlando616 · Dec 30, 2013 at 10:55 PM · physicscollidertriggerrigidbodies

OnTriggerEnter for parent AND child.

Good evening (morning/afternoon/etc),

I've got a Game Object, I'll call it GO1, that has a collider, rigidbody, and script with the OnTriggerEnter function defined (the collider is a trigger). I've got another Game Object, say GO2, with a collider and script with another OnTriggerEnter defined.

When my AI hits GO2's trigger volume, GO1's OnTriggerEnter also gets called. I'm fairly certain that's because the location of the rigidbody in the hierarchy takes precedence over any colliders, even the one hit. When I add a rigidbody to GO2, well...crazy things happen. I understand it's bad to parent 2 rigidbodies (both non-kinematic) since they both want to be driven by physics.

I need my OnTriggerEnter to be called on GO2 and not GO1. The only solution I see right now is to de-parent GO2 and set its position in Update()...but that feels so hacky. Does anyone know how I can achieve this?

Thanks in advance! -Matt

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Answer by TheShadowblast123 · Dec 31, 2013 at 09:33 AM

Since this is an AI pathfinding solution, I'm relying heavily on the fact that you are using simplistic meshes such as cubes, spheres, or even cylinders for this. This is going to be like re-programming OnTriggerEnter, but It's 1:08am right now and I'm hungry. Depending on where your script is place you can get a virtual volume of your meshes (hence why I relied on a use of simple meshes). You can then check if the AI is within the volume and then act.

 if(AI.position.x > min.x && AI.position.x < max.x)
 //continue volume check
 //Check if they were inside before
 //now we know that the AI is within our volume
 
 //representative of what you want to do
 //set check for they're inside

 entered = true;

for a cube, it could be more optimized than setting the position with Update()

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