Strange collision happenings...

Just had a weird new symptom begin to pop up and can’t figure out why it’s happening. It only recently started experiencing it and I can’t think of any change I’ve made that would affect it…

  1. I have gameobjects with rigidbodies moving via AddForce(), lets call them ‘fireballs’
  2. I have gameobjects with char controllers moving via Move(), lets call them ‘enemies’
  3. The ‘fireballs’ are supposed to OnCollisionEnter() with the enemies and explode and do damage then destroy themselves.
  4. Instead, the fireballs push the enemies until the enemies can no longer move, THEN OnCollisionEnter is called and the expected behaviour happens.
  5. When the enemies are standing still, everything occurs as expected. It is only when they are moving that I experience this behaviour.

Any ideas what could cause this? thanks guys. I’ve had it up to here with colliders and their nuances lately… I’m holding my hand at brow level.

Furthermore… I’ve just thought of a solution as I’m typing this… I’m going to make the sphere collider attached to the fireball “isTrigger = true,” however, that doesn’t explain why the Collider doesn’t detect the Collision until it has pushed the enemy as far as it can go… so i’m very curious and would still like to ask this question anyway.

thanks!

for a collision event to fire I’m pretty sure you need to attach a rigid body to the enemy