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);
}
}
}
Your answer
Follow this Question
Related Questions
GetKeyDown working randomly 4 Answers
What can I do to fix it? (Polygon Collisor shape equals shape sprite) 0 Answers
My character seems to glitch out after touching trigger colliders. 0 Answers
Stucking with RTS Building detection using 2D Raycasts and 2DBoxColliders 0 Answers
2D Colliders don't actually touch, causing problems 0 Answers