#Why is my Trigger not Detecting Collisions?
1 messages · Page 1 of 1 (latest)
it might have been usefull for me to mention that the trigger completly ignores collisions
in geneeral
but heres the beatiful code related to the gameobject that mentions collisions
public void OnTriggerEnter(Collider collider)
{
ValidPlacement = false;
Debug.Log("Enter" + collider);
}
public void OnTriggerExit(Collider collider)
{
ValidPlacement = true;
Debug.Log("Exit" + collider);
}
nothing special, if i touch something a bool is on if it doesnt touch that thing then its off and tells me what thing it touched and stopped touching
the issue is it works with like 2 things
me, the player, bullets, and the enemy spear
Physics.Raycast(RaycastPoint.transform.position, RaycastPoint.transform.forward, out hit, AbilityRange, PlacementMask);
if (GhostAbilitySpawned)
{
ghost.transform.position = hit.point;
}
``` this is in a different script, the one that is meant for placing the ghost, purely basic code
public void PlaceAbility(int PlaceWhat)
{
i = PlaceWhat;
i += 3;
if (Abilities[i] > 0)
{
if (hit.transform != null && GhostAbilitySpawned == false)
{
ghost = Instantiate(PlaceAbilityGhost[PlaceWhat], hit.point, Quaternion.identity);
GhostAbilitySpawned = true;
}
}
}
pretty basic code, since its not much, but its not that, its that my gameobject is just going thru the things which is normal for it to do since its a trigger, but even when i make it into a collider and not a trigger it still phases thru the things, which is also normal as im forcing it to be there cause of the raycasthit BUT it doesnt return anything
now i would have said i fucked smth up but it works with certain gameobjects
this is what the layer thing looks like of the trigger
it ignores the "attack" layer which is good
ignore the ugly game, as u can see clearly touching the Test rree, Valid placement is false (the one that checks if it touches the box collider) so it collides with stuff but doesnt return it