Hi - I have a game object (an invisible cube / plane) with a collider that is set below the game board called FallArea, and I have a trigger on this set so that if the gameobject enters this area, it will kill the character. The problem is, sometimes this thing is killing my character even when it doesn’t actually enter the area? What’s up with that? Is there a better way to detect a fall? This is my code on the FallObject:
function OnTriggerEnter ( other : Collider ) {
mainRef.GetComponent(EndGame).endGame(); //references a script which kills off the character
}