So an enemy and a player walks into a bar and then into each other …
Now I have kinematic rigidbodies on both of them (also tried with just one of them) and when they collide only one of them gets OnTriggerEnter. Is this by design?
I can work around this quite easily by having logic for collisions in two places (the player and enemy scripts) but it messes up my code a little. So the question is, am I missing something here?
I am guessing that Unity only sends a message to the first collider or something to save performance? Is there any way to get around this? Is what I am seeing here correct?
After further research it seems that they both trigger when standing still. However if I move the player (i am not moving using physics but instead translating) I will get the OnTriggerEnter on the player but only sometimes on the enemy. Worth noting here is that both are moving at the same time.
Why is this happening? I guess it has to do with when and how collision checking is done when not using physics when moving stuff around?