My trigger is not detecting the player

Oh hello, (I’m beginner with CSharp script, so do not expect something so correct).
I had watched a tutorial on how to program a monster AI to make my game, everything was going fine, but when I had the system detect the player, the trigger would not detect.

here is the monster’s AI:

public GameObject player;
public AudioClip[] footsound;
public Transform eyes;
public AudioSource music;

private NavMeshAgent nav;
private AudioSource sound;
private Animator anim;
private string state = "idle";
private bool alive = true;

// Use this for initialization
void Start ()
{
    nav = GetComponent<NavMeshAgent>();
    sound = GetComponent<AudioSource>();
    anim = GetComponent<Animator>();
    nav.speed = 1.2f;
    anim.speed = 1.2f;
}
public void footstep(int _num) 
{
    sound.clip = footsound[_num];
    sound.Play();
}

//check if he can see the player// 
public void checkSight()
{
    if(alive)
    {
        RaycastHit rayHit;
        if(Physics.Linecast(eyes.position,player.transform.position, out rayHit))
        {
            print("hit "+rayHit.collider.gameObject.name);
            if(rayHit.collider.gameObject.name == "player")
            {
                if(state != "kill")
                {
                    state = "chase";
                    nav.speed = 3.5f;
                    anim.speed = 3.5f;
                    music.Play();
                }
            }

        }
    }
}

// Update is called once per frame
void Update ()
{
    Debug.DrawLine(eyes.position, player.transform.position, Color.cyan);
    if (alive)
    { 
        anim.SetFloat("velocity", nav.velocity.magnitude);

        //idle//
        if(state == "idle")
        {
            //go to a random place//
            Vector3 randompos = Random.insideUnitSphere * 30f;
            NavMeshHit navHit;
            NavMesh.SamplePosition(transform.position + randompos, out navHit,30f,NavMesh.AllAreas);
            nav.SetDestination(navHit.position);
            state = "walk";

        }
        //walk//
        if(state == "walk")
        {
            if (nav.remainingDistance <= nav.stoppingDistance && !nav.pathPending)
            {
                state = "idle";
            }
        }
        //chase//
        if(state == "chase")
        {
            nav.destination = player.transform.position;
        }
    }
}

}

and this is the player script:

public bool alive = true;

void onTriggerEnter(Collider other)
{
    if (other.gameObject.name == "eyes")
    {
        other.transform.parent.GetComponent<Inimigo>().checkSight();
    }
}

}
alt text

Ps: I’m Brazilian, so ignore grammar mistakes because I’m using google translator :t

Still not working, but there are some errors that are appearing on the console and this is catching my attention.

Check your capitalization, it’s not “onTriggerEnter”, it’s “OnTriggerEnter” :slight_smile: