Collisions not working in UNET all of a sudden version 2017.1.2p3 with object existing in scene (non

Hey everyone,

I just upgraded to 2017.1.2p3 from 2017.1.1f3 and in one of my projects (created in the new versions) collisions aren’t registering.

The situation is this; I have 2 objects, both have a Box Collider 2D on them. The player (one of the objects) has a Rigidbody2D with full kinematics on (and is set to kinematic). The other has only a box collider and is already in the scene (isn’t spawned, the object is in the scene when loaded)

OnCollisionEnter2D has a Debug.Log(“collided”) in it. When the player hits the object (goes through it) the Debug.Log() doesn’t appear in the console window in the editor (playing as Host not server).

I just checked their Z value in the transform component just in case they were on separate planes but they aren’t. Both of them at 0.

This used to work but suddenly doesn’t. I checked if they are triggers, they aren’t. I checked if the colliders are active, they are. I tried to use Dynamic instead of Kinematic and it still not registering. I tried using triggers instead of collisions, still the same problem.

I also tried spawning the object using NetworkServer.Spawn() still no collision being registered.

Anyone saw this before?

Bump, still looking for a solution to this issue!!

Thanks!

Nothing to do with Unet =/
Something is missing in your game =/

Thanks I just found out I mistakenly added a Box Collider instead of a Box 2D collider on one of the objects. Would be nice to have some kind of warning when you have different types of colliders in the scene for situations like this.