COLLIDER DOESNT WORK WITH BEZIER CURVE ASSET FROM STORE

RECENTLY I DOWNLOADED free seveal assets to jelp my enemy move in cyrves in my soace shhoter 2d game

allas, they do move but two new prblems appear

  1. the enter triger collide 2d doesnt work so they cant be killed
  2. their move on the z dimension mae them rotake like 3d object and 2d world and not like what do u expect form 2d in 2d

help will be welcome!

ps

for example

  • what you want
    i want to make waves of enemies spawn in curves and patterns(i am a beginner)
    kike this type of arcade
  • what you tried
    i used bezier and path followers from asset store of unity and used their foolow ath comppennts

  • what you expected to happen
    they will move ok - also everything else will work

  • what actually happened, especially any errors you see

what happend is that the enter collider trigger 2d stoped working
iso the obejscts moved nicely but i cant shhot them anymore…

  • links to documentation you used to cross-check your work (CRITICAL!!!)
    i am not sure what r the files of the asset used inorder to create the bezier path -ijust used the asset from the store - liked above

Perhaps you’re not moving physics objects properly?

With Physics (or Physics2D), never manipulate the Transform directly. If you manipulate the Transform directly, you are bypassing the physics system and you can reasonably expect glitching and missed collisions and other physics mayhem.

Always use the .MovePosition() and .MoveRotation() methods on the Rigidbody (or Rigidbody2D) instance in order to move or rotate things. Doing this keeps the physics system informed about what is going on.

Beyond that, you must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

Also, how to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is the bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, especially any errors you see
  • links to documentation you used to cross-check your work (CRITICAL!!!)

You may edit your post above.

1 Like