Hey all,
I was going to ask a question about how to make this happen, but I think that I have figured it out myself in this instance, so I figured I would leave this as reference and also take feedback to better ideas/thoughts/strategies on doing this.
I have a player with rigidBody2D and a circle collider 2D. I also have bomb objects that have rigidBody2D and box collider 2D with isTrigger checked. I also have conveyor objects with box Collider 2D with isTrigger checked on them with a speed float and moveDirection Vector2.
For conveyor I have OnTriggerStay2D AddForce to colliding object in the moveDirection * speed of conveyor
For bomb I have OnTrigger code so that when they touch a certain other gameObject they explode and Destroy theirselves.
My issue was that since I had onTrigger on the collider2D on the bomb, my player and bombs would go right through each other. I wrote code in OnTriggerEnter2D and OnTriggerStay2D on the bombs to set their velocity to Vector2.zero but the conveyor would keep pushing them right on through the player.
Long story short I fixed this by adding another collider2D to the bomb, now the player and bombs don’t go through each other! Sorry, but I am kind of new to Unity and all the posts and tutorials I have read have only ever involved one collider on an object so I didn’t even initially consider doing this. If there is a better way though, please let me know!