I can’t wrap my head around this problem. I’ve tried adding onCollisionEnter and onTriggerEnter on both my cube and my bullet prefab but neither of them detects a collision between them. I’ve searched on google on this problem but couldn’t find a solution that worked.

This is my script on my cube gameobject.

using UnityEngine;
using System.Collections;

public class testcollision : MonoBehaviour {

	public GameObject bullet;

	void onTriggerEnter(Collider other) {
		if(other.gameObject.tag == "bullet" ) {
			Destroy(this.gameObject);
		}
	}

	void update() {
		
	}
}

This is the inspector menu on the cube gameobject: http://i.imgur.com/M0WDZIX.png

This is how my bullet is being made. It gets shot from my player character.

using UnityEngine;
using System.Collections;

public class AutoattackBULLET : MonoBehaviour {

	public GameObject Bullet_Emitter;

	public GameObject Bullet;

	public float Bullet_Foward_Force;


	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {

		if(Input.GetKeyDown("a")) {
			GameObject Temp_bullet_handler;
			Temp_bullet_handler = Instantiate (Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;

			Temp_bullet_handler.transform.Rotate(Vector3.left * 90);

			Rigidbody Temp_Rigidbody;
			Temp_Rigidbody = Temp_bullet_handler.GetComponent<Rigidbody>();

			Temp_Rigidbody.AddForce(transform.right * Bullet_Foward_Force); //use transform.right

			Destroy(Temp_bullet_handler, 0.4f);
		}
	
	}
}

This is the bullet prefab’s inspector menu: http://i.imgur.com/sFiAlZU.png

The bullet does bounce off the cube but I can’t get a collision check anywhere.

It is important to have OnTriggerEnter, but not onTriggerEnter (capital O is needed).