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Question by PMasta · Jan 02, 2016 at 04:12 PM · c#collisiononcollision

OnCollision check without Enter

I am creating random prefabs at random places. But sometimes, they are being created on something important. Like tree is being created on river.

And I want to destroy everything on river at start. I am using this code:

 void OnCollisionEnter(Collision col)
     {
         Destroy(col.gameObject);
     }

But as you may guess, it's not working. Because the prefabs are being created at start without a force. They just pop. And because of this, it does not trigger OnCollision*Enter*

Is there a OnCollision check for any situation? Enter, exit etc...

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avatar image SoloDeveloper · Jan 02, 2016 at 06:17 PM 0
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try OnCollisionStay ?

avatar image PMasta SoloDeveloper · Jan 02, 2016 at 07:45 PM 0
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Tried, didn't worked.

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Answer by PMasta · Jan 03, 2016 at 11:02 AM

It looks like Unity doesent check collisions with not moving objects even if they have a collider. I fixed this issue like this:

1 - Add mesh collider (or box, it's up to your object) to both spawned objects and area (it's river in my case).

2 - Add Destroy script to the area (river):

 void OnCollisionEnter(Collision col)
      {
          Destroy(col.gameObject);
      }

3 - Add RigidbodyManager script to the spawned objects:

 public Rigidbody rb;
 
     void Start()
     {
 // Get's objects rigidboy.
         rb = GetComponent<Rigidbody>();
 // Set's it to kinematic so it won't move.
         rb.isKinematic = true;
 // Destroys rigidbody so it won't make your processor run thousands of spawned objects rigidbodies.
         Destroy(rb);
     }

4 - Add Rigidbody to spawned objects (prefabs if you are going to spawn from prefab). Don't check isKinematic. Just leave it as its created.

5 - Profit?

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Answer by itay3x3 · Jan 02, 2016 at 06:50 PM

Try something like this:

 if (transform.position.x > river.transform.position.x - river.transform.localScale.x / 2 && transform.position.x < river.transform.position.x + river.transform.localScale.x / 2 && transform.position.z > river.transform.position.z - river.transform.localScale.z / 2 && transform.position.z < river.transform.position.z + river.transform.localScale.z / 2) {
        Destroy(gameobject);
 }

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