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Question by highpockets · Jun 22, 2013 at 06:12 AM · collisionpointcontact

Problem with contact point

Hi, I tried this script just to get an idea of how contact point works:

 using UnityEngine;
 using System.Collections;
 
 public class CraneCollisions : MonoBehaviour
 {
 
     void OnCollisionEnter(Collision other)
     {
         
         print("Points colliding: " + other.contacts.Length);
         print("First point that collided: " + other.contacts[0].point);
     }
 }


It worked the first couple times that I tried it, but now it isn't working. Neither of the objects that collide have a isTrigger checked and I don't know what else would stop it from working. Any ideas?? The only thing that I did between the time that it worked and the time that it didn't work, was change the collider size of the "other" object. I changed the collider back to the original size when I noticed the problem and it didn't magically make it work, so it must be something else because the objects are clearly colliding!!

Any help is much appreciated, Thanks!!

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avatar image highpockets · Jun 22, 2013 at 06:11 PM 0
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Can anybody shed some light on what the problem could possibly be?

avatar image AlucardJay · Jun 23, 2013 at 01:03 AM 0
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Not really. For something to work and then not work, it is strange. Are you sure you didn't remove any rigidbody, or set it to is$$anonymous$$inematic?

Note that collision events are only sent if one of the colliders also has a non-kinematic rigid body attached.

http://docs.unity3d.com/Documentation/ScriptReference/$$anonymous$$onoBehaviour.OnCollisionEnter.html

avatar image highpockets · Jul 05, 2013 at 04:43 AM 0
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ya, nothing changed. What I did to cure the problem was to have both objects with rigidbodies and now it works every time without fail... Weird!

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