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Trigger Problem Questions Answers Unity Discussions

Trigger Problem Unity Engine Unity Discussions
Trigger Problem Unity Engine Unity Discussions

Trigger Problem Unity Engine Unity Discussions The problem is when the greater box collider is triggered it automatically triggers the smaller box collider. another problem is that the onenter and onexit trigger functions always toggle (so the same gameobject (nearby enemy) enteres and exits all the time. The trigger is a cube primitive with "mesh rendered" unchecked so that the cube won't be visible. the cube has a box collider with "is trigger" checked, and also a script.

Trigger Problem Questions Answers Unity Discussions
Trigger Problem Questions Answers Unity Discussions

Trigger Problem Questions Answers Unity Discussions Have anyone managed to get a trigger2d hotspot to work? whenever the player walks through it i expect the trigger to fire but nothing happens. Hello guys, i’ve got a problem with trigger, here it’s code : using unityengine; using system.collections; public class trigger : monobehaviour { public audioclip watersound; private bool inwater; use this for…. I just wanted to post my solution in case anyone else runs into this problem. make a child for each trigger on your gameobject, and place one trigger per child. However, the solution to your problem should be to add kinematic rigidbodies everywhere you have triggers; when i do this, i get predictable messages sent, on those kinematic game objects (instead of their parents). the parents can still have non kinematic rigidbodies.

Trigger Problem Questions Answers Unity Discussions
Trigger Problem Questions Answers Unity Discussions

Trigger Problem Questions Answers Unity Discussions I just wanted to post my solution in case anyone else runs into this problem. make a child for each trigger on your gameobject, and place one trigger per child. However, the solution to your problem should be to add kinematic rigidbodies everywhere you have triggers; when i do this, i get predictable messages sent, on those kinematic game objects (instead of their parents). the parents can still have non kinematic rigidbodies. The problem is the triggers are mapped to “joystick button 8” and “joystick button9” when it should be mapped to an axis. because of this the value of each trigger can only be either 0 or 1 so it’s not pressure sensitive. What is the correct approach set up that i need to have in order to have ontriggerenter exit working correctly in clients? and if that is not possible, is the correct approach to collisions either using exclusively ontriggerstay or some sort of custom collision detection that runs on fixedupdatenetwork?. The problem is that what if there are two objects entered into trigger, how can it detect two objects because in the script ontriggerenter (collider other), it can only detect one collider. We use unity 3d to develop, and we have found oculus touch will be identified as xbox controller, which causes it to fail to respond to its own events. for example, when we only connect touch without xbox controller, touch trigger has no response. is there a solution to this problem? when touch and xbox controller are connected to the computer.

Problem With Trigger Questions Answers Unity Discussions
Problem With Trigger Questions Answers Unity Discussions

Problem With Trigger Questions Answers Unity Discussions The problem is the triggers are mapped to “joystick button 8” and “joystick button9” when it should be mapped to an axis. because of this the value of each trigger can only be either 0 or 1 so it’s not pressure sensitive. What is the correct approach set up that i need to have in order to have ontriggerenter exit working correctly in clients? and if that is not possible, is the correct approach to collisions either using exclusively ontriggerstay or some sort of custom collision detection that runs on fixedupdatenetwork?. The problem is that what if there are two objects entered into trigger, how can it detect two objects because in the script ontriggerenter (collider other), it can only detect one collider. We use unity 3d to develop, and we have found oculus touch will be identified as xbox controller, which causes it to fail to respond to its own events. for example, when we only connect touch without xbox controller, touch trigger has no response. is there a solution to this problem? when touch and xbox controller are connected to the computer.

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