WebAnother potential gotcha that I have encountered with collision triggers not working is if the Physics2D settings don't have interactions turned on for the the layers in question. So, for example, if you have objects in user defined layers such as Player and Missile, but you don't have the check box marked for Player/Missile collisions, then no triggers will be called. WebAug 20, 2024 · Jan 10, 2009. Posts: 6,081. The mech* should have a collider on it. The cylinder should have a collider on it, and it should be marked "isTrigger". Next, there is an …
c# - Working with Unity, Triggers not working - Stack Overflow
WebUse Unity to build high-quality 3D and 2D games, deploy them across mobile ... The target has a box collider with 'is trigger' checked. The cannonball has a ridigbody and sphere ... Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users. Follow this ... WebAttach this script to one of them. //Click on the GameObject with the script. Attach the other GameObject to the “My Game Object” field in the Inspector. //Make sure both have Collider components //Choose your own “Max Distance” in the Inspector (e.g. 600). //This script casts a ray that ignores Trigger Colliders. teordor bicycle light
SetTrigger not working - Unity Answers
WebI know certain things are working correctly because: When I manually click the trigger in the animation controller, the animation goes. I can step through the code where I find the GameObject, pull the Animator Component out, and then set the trigger. I know the code is executing, and no errors are being dropped, but still the animation doesn't ... WebJan 29, 2024 · I have a script which triggers a movement when a rotation is completed. The script casts the Euler angle of a transform to an int. If it is true, the condition is executed. For some weird reason, the code in the if condition does not execute, even if … WebApr 10, 2024 · Apr 5, 2008. Posts: 920. It's unlikely a simple API like this isn't working. It's much more likely some other code is deactivating the menu again right after this code activates it. Different methods get called at different points in the update loop, in this case the physics collision could be called before the other code deactivates the menu ... teor butiroso