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Question by JecthBebop · Jul 22, 2015 at 06:10 AM · 2d gamephysics2dunity 4.5

Using triggers without Rigidbodies?

Hello,

I am curious if this is possible without making my own?

I am trying to save as much overhead as possible, although its a fairly small arcade type game so its not a bigger. At the moment I have rigid bodies on my enemies but 'Is Kinematic' is ticked, which only collides with triggers which is all I need them to do. However I am wondering if having a rigid body on this is unnecessary.

Thank you for your time.

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avatar image tanoshimi · Jul 22, 2015 at 06:52 AM 1
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Is there anything that makes you think that your kinematic rigidbodies are currently creating "overhead"? They should be pretty efficient already.

avatar image JecthBebop · Jul 22, 2015 at 06:55 AM 0
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I just feel like I'm attaching a whole rigid body just for triggers

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Answer by getyour411 · Jul 22, 2015 at 06:10 AM

http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnTriggerEnter.html

Triggers need rigidbody

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avatar image DavidJares · Sep 09, 2018 at 11:18 PM 0
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No , there is only written that at least one of the colliders (of the object that triggers the trigger) needs to be attached to a rigidbody, otherwise the triggerevent wont be registered.

avatar image Bunny83 DavidJares · Sep 10, 2018 at 01:35 AM 0
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And why did you say "No"? You need a rigidbody in order to get collision or trigger events. That was what the question has asked and the answer is Yes, you need one. Nobody has said that every collider / trigger need one.

avatar image DavidJares Bunny83 · Sep 10, 2018 at 11:58 AM 0
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I said "No" because I understood the question wrong :) I thought he asked if he needs Rigidbodies on the TriggerObjects. Thank you for pointing it out, my Answer was not a good answer for this question then. Cheers

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