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Question by svyART · Sep 03, 2016 at 07:24 AM · c#collidertriggerontriggerenterontriggerexit

OnTriggerExit2D doesn't work when one of gameObject setActive false.

I have two triggers. One of them have this code( this code on game object "Item"):

 void OnTriggerEnter2D(Collider2D other)
 {
         if (other.gameObject.name == "wallTop")
         {
             Item2TouchWallTop = true;
             Item2TouchItemsTop = true;
         }
 }

When I move one of this game objects or only Item all works correctly, but when I setActive false on "wallTop" OnTriggerEnter and OnTriggerExit doesnt work. I dont understand why. Please help!

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avatar image JedBeryll · Sep 03, 2016 at 08:18 AM 1
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Which objects have a rigidbody? By the way this is what the docs say: "Trigger events will be sent to disabled $$anonymous$$onoBehaviours, to allow enabling Behaviours in response to collisions." I think this only means disabled scripts, not disabled gameobjects

avatar image svyART JedBeryll · Sep 03, 2016 at 09:05 AM 0
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"wallTop" have a rigidbody. I thought that the problem is that the "Item" is checked what came out of and because the "wallTop" is setActive fasle, "if" (if (other.gameObject.name == "wallTop") ) doesnt start. But doesnt start all method OnTriggerExit2D when I "wallTop" setActive false.

avatar image tanoshimi · Sep 03, 2016 at 08:35 AM 0
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As @JedBeryll points out, you're describing expected behaviour - disabled gameobjects won't send collision messages.

avatar image svyART tanoshimi · Sep 03, 2016 at 09:30 AM 0
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If I understand correctly OnTriggerExit2D work well. $$anonymous$$aybe you have idea how to fix this issue?

avatar image tanoshimi svyART · Sep 03, 2016 at 01:08 PM 0
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The way to "fix" the issue is to only expect OnTriggerEnter2D to fire when there is a collision between two active gameobjects (with colliders and at least one with a rigidbody etc. etc.)

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