Can we please allow two static trigger colliders to trigger each other?

Hi

I want to setup my scene and use trigger colliders to correctly link things together.

A simple example:

Imagine two large volumes that are separated by a door.

Now suppose you have a doorway between these 2 volumes and you want set up this door way so you know which two environments the doorway links between.

You could do this manually via the inspector (but this gets annoying when you have many many game objects - not only that if you change something and you lose the links you have to re-link it which can be a pain in the butt).

So my solution to this problem was to create a sphere collider around the door as a trigger, then two further sphere colliders in each volume to activate this trigger so then the door knows which two environments it is between.

Schematic visual:

Currently I have to give the two sphere colliders for the environments a rigid body, then wait for the triggers to fire then remove the rigid bodies which is a very hacky setup, but not only does that not make sense given what they represent (they are static volumes they are not rigid bodies since they are not physical things), its also just added overhead/bloat that isn’t required when I just want it for linking them up on Start.

So I would like to have an option to enable triggers to trigger other triggers.

That way i can no longer worry about keeping things linked in the inspector and links breaking if i change stuff, and i don’t need rigidbodies for things that are not rigidbodies which won’t need to be considered every physics frame for the rest of the game.

Either that or create a new flag on the colliders (perhaps call them activators) where by you could have:

IsTrigger
IsActivator (this triggers other static triggers but is not a physical collider)

Thoughts ?

Thank for reading.

Disclaimer: I probably haven’t fully understood the problem :slight_smile:

My workaround advice: let the door make a BoxOverlap (Unity - Scripting API: Physics.OverlapBox) at its position in the Start() method and make sure you include triggers in the query (Unity - Scripting API: QueryTriggerInteraction). You should get a list of all colliders that should be attached to the room volumes. Might that solve your problem?