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Question by SuperCrusher22 · Dec 04, 2021 at 08:32 PM · collisionrigidbodytriggerontriggerentertriggers

OnTriggerEnter is not working! I have tried absolutely everything I can think of.

I am working on a project and the goal of my script is to set the first state of a gameobject inactive and then set the second state active when colliding with a gameobject with the tag "Ball." I have made sure one or both of the trigger objects has a rigidbody and that one of them has isTrigger on and the other off. Everything I can think of does not work.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class JumpPad : MonoBehaviour
 {
     public GameObject State1;
     public GameObject State2;
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.CompareTag("Ball"))
         {
             State1.SetActive(false);
             State2.SetActive(true);
         }
     }
 }
 
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avatar image KittenSnipes · Dec 04, 2021 at 10:07 PM 0
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So I am curious just for the heck of it you could try this: if (other.gameObject.CompareTag("Ball"))

avatar image SuperCrusher22 KittenSnipes · Dec 04, 2021 at 10:15 PM 0
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I was considering that. I will go ahead and try to see what happens.

avatar image Hellium · Dec 04, 2021 at 10:23 PM 0
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Have you checked the manual? The matrix at the bottom of the page will show you the conditions required for the OnTriggerEnter to be called.

Also, keep in $$anonymous$$d that if you're working with 2D physics objects, you need to implement OnTriggerEnter2D.

avatar image SuperCrusher22 Hellium · Dec 04, 2021 at 10:25 PM 0
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Yep, they all are correc. The thing is, I have used the same scripts on another object, and it works. I have checked my object as many times as I can count.

avatar image Hellium · Dec 04, 2021 at 11:06 PM 0
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Can you edit your question and provide a screenshot of the gameObjects involved in the collision?

Are you also sure OnTriggerEnter is not called? It may be your tag comparison that fails.

avatar image bsoul41 · Dec 05, 2021 at 07:47 AM 0
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use debug.log to return information about the collision .

debug.log(other.name) can you post a screenshot ?

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Answer by juliann10121 · Dec 04, 2021 at 10:57 PM

I'd say double check all of your gameobjects are assigned, triple check your triggers are set correctly, and check that the script is attached to the correct object in your hierarchy. They may seem simple, but they are often things that my brain skips over.

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