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Question by erkmen · Sep 29, 2019 at 08:07 AM · 2d gametriggercollider2dspeed

OnTriggerEnter2D triggering too early

Hi,

In my scene, I have big white circle game object which has rigidbody 2d and circle collider 2d. On the edge of that big circle, I have little green circles which have also rigidbodys and colliders. And I have orange circle which I called fire circle. Here isa picture of my scene: https://imgur.com/9plegAa

Fire circle can hit big white circle and green circles by OnTriggerEnter2D(). When trigger occurs the fire circle destroyed. When trigger occours in green circle, fire circle destroyed immediately. But, and this problem, when trigger occours in big white circle, fire circle destroyed too early. When I reduce the speed of fire circle, trigger occours right in time. How can destroyed object right in time without reduce the speed fo fire circle?

My Code:

 void OnTriggerEnter2D(Collider2D collision)
     {
         if (TriggerHelper.IsHitHitCircle(collision) || TriggerHelper.IsHitDontHitCircle(collision) || TriggerHelper.IsHitMainCircle(collision))
         {
             Debug.Log(collision.tag);
             fireCircleState = FireCircleState.Hit;
             Destroy(gameObject);
 
             if (TriggerHelper.IsHitHitCircle(collision))
             {
                 if (collision.GetComponent<HitCircleController>().IsUnHitted())
                 {
                     sceneController.GetComponent<SceneController>().DecreaseNumberOfHitCircle();
 
                     if (sceneController.GetComponent<SceneController>().IsLevelComplete())
                     {
                         sceneController.GetComponent<SceneController>().CompleteTheLevel();
                         mainCameraAnimator.SetTrigger(TriggerConstants.NEXT_LEVEL);
                     }
                 }
             }
 
             if (sceneController.GetComponent<SceneController>().IsLevelFail())
             {
                 sceneController.GetComponent<SceneController>().FailTheLevel();
                 FireCircleNumberManager.ResetFireCircleNumber();
                 mainCameraAnimator.SetTrigger(TriggerConstants.FAIL_LEVEL);
             }
         }
     }









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