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Question by sedlu · Jun 17, 2014 at 05:58 AM · collideroverlap

Enable a Trigger Overlapping another trigger doesn't cause OnTriggerEnter or OnTriggerStay

I have two gameObjects both having a child gameObject with trigger collider and kinematic rigidbody attached. Their colliders are initially disabled. If I enable the collider component before they overlap with each other, then when they overlap, OnTriggerEnter() and OnTriggerStay() will be called correctly. However, if I enable them after they overlap with each other, neither OnTriggerEnter() nor OnTriggerExit() will be called.

Is there any necessary process I should do before enable the colliders so the problem could be solved?

Thanks.

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Answer by Nick4 · Jun 17, 2014 at 06:22 AM

I don't think so. Those colliders never collide in the first place, they just overlap which is not detected because colliders only detect collisions that occurs during runtime.

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avatar image sedlu · Jun 17, 2014 at 06:30 AM 0
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Thanks for answering. So we don't have any way to solve this problem?

avatar image Nick4 · Jun 17, 2014 at 09:44 AM 0
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Unfortunately, no.

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Answer by jbrother_unity · Jun 05 at 02:34 PM

I know this post is 8 years old but if anyone comes across this, instead of using a box collider you can make your own boxes using the Rect class and then check if its overlapping some object with an Overlaps call

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