Good morning,
I decided to give Unity 6.2 a test ... just for fun! It appears there may be an issue with AC and how trigger detection works.
In engine, it's fine, but once you build in order to test, if the trigger detection method is "RigidBody Collider" it appears to not trigger, or only trigger very randomly. Setting the detection method to "transform position" does seem to fix this, but just thought it might be worth noting for a future update, or if anyone else comes across this issue.
Cheers,
Andrew
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Update: This is still very iffy, and occurs with other Trigger colliders (not just AC Triggers), so might be a base engine issue.
Thanks for sharing. What kid of test did you make with non-AC Triggers?
I have a lot of non-AC triggers in my scene that just use a "OnTriggerEnter" command to enable/disable specific rooms. These also appear to not trigger a lot of the time.
Strangely enough if you make the player stop when on a trigger, in about 2 - 5 seconds the event will then trigger. This occurs for both AC and non-AC triggers.
I've been playing around with custom include/exclude layers, and haven't found a way to make it perform consistently every time.
I also use a Character Controller on my characters, and attempts to switch to using a RigidBody instead caused the same issues to occur.
Hmm, doesn't sound right. If that's with a project's default Physics values, that certainly sounds like a Unity bug.