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1
Question by jylehr · Jul 15, 2015 at 01:35 AM · ontrigger

OnTrigger2D not working for me....

I am trying to make a simple code to allow the camera to move, but only when the player reaches certain bounds, so I made the main camera the child of a empty gameobject with a simple script telling it where to move when another script attached to the player tells it too. The players script is also simple and works as follows, when the player is in a box trigger collider2d attached to the empty gamebject tagged "Finish" the script will set a bool to false and change it to true when the player exits the trigger. the problem is, its not working, not one part of it is... here's the code

 using UnityEngine;
 using System.Collections;
 
 public class PlayerMoveCamera : MonoBehaviour {
     public bool playerOut;
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         //playerOut = true;
     }
 
     void OntriggerExit2D (Collider2D other)
     {
         if (other.gameObject.CompareTag ("Finish")) {
             playerOut = true;
         }
     }
     void OntriggerStay2D (Collider2D other)
     {
         if (other.gameObject.CompareTag ("Finish")) {
             playerOut = false;
             Debug.Log ("still in");
         }
     }
 }

the debug isn't working, and i can see that the public bool isn't changing.... In the update function I have a line commented out that was a test, and it worked very well.

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Answer by zach-r-d · Jul 15, 2015 at 05:22 AM

Ah, just capitalize the "T"s. The methods must named OnTriggerExit2D and OnTriggerStay2D; OntriggerExit2D and OntriggerStay2D will not be called.

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avatar image jylehr · Jul 15, 2015 at 05:26 AM 1
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F%!#, am I allowed to cuss? Probably not.... Thank you good sir.

avatar image zach-r-d · Jul 15, 2015 at 05:42 AM 0
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Hahaha, don't worry, it's a mistake anyone who uses Unity makes at some point. Glad it's working!

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