05-04-2018, 09:28 AM
(04-04-2018, 08:25 PM)AntLewis Wrote: Hi there, thanks for the response. So I resolved the issue with the trigger not generating contacts (the script auto added a solver but I was using another one that I'd created in the scene). So now particles from the emitter will be destroyed on contact with a collider marked as trigger.
However, there's still an issue remaining that you might be able to help me with. When I press a key, I am scaling the size of the boxcollider2D ( the green outline is the collider that is being scaled). When the boxcollider2D is not a trigger, the collider destroys particles when it scales and as it comes into contact with them (as expected). However, when it's marked as a trigger they are NOT destroyed when the boxcollider2D is scaled. So to clarify - I can fire particles at the box marked as a trigger and they are destroyed, but when a trigger collider is scaled up it does not destroy the particles (but unchecking the trigger flag makes it work).
I'm unsure why there is a difference in behaviour?
Hi,
I can't reproduce this either. Scaling a trigger works as intended for me.
Are you maybe changing its size instead of scaling? If this is the case, try altering its position/scale/rotation slightly too and see if this works. It might be a known bug in which changing the collider's properties without changing its transform fails to update the internal representation of the collision grid.