Hi,
After searching the net for possible solutions with no joy, and playing with my project to find a solution with no joy I decided it was time to see if another set of eyes ( hopefully more skilled than mine ) can see what I am doing wrong.
I have a set of planes in a 3 by 3 grid set up named with compass points to ease identification. I have changed their colliders from mesh to box based on recommendations read elsewhere to have a more precise collider boundary. None of these have a rigid body ( tried but it makes them move ) nor set as a trigger ( character always falls through ).
I then have my character as a capsule with a rigid body, capsule collider, character controller and a few control scripts. I have set the collider up as a trigger and the rigid body as using gravity. I have tested with kinematic but read that it should be turned off so have that switched off.
I then have a script that monitors the OnTriggerEnter, OnTriggerExit and OnTriggerStay functions. All it does is display the two colliders that are interacting. If they are the same collider I return without continuing ( how can a collider collide with itself ??? ).
The good news is that it works when the character firsts hits the ground. Sometimes, after a delay it may trigger movement between the first ground tile into the second one but other than that I can move around the ground and not hit a single trigger comment.
The box colliders have a ‘y’ value of 1 and the character has a ‘y’ position of 1 with the collider radius also set to 1 to ensure that it is colliding with the ground at all times.
Is there something else I need to do for this to work consistently.
I am expecting the OnTriggerEnter and OnTriggerExit to display whenever I enter and leave a tile and OnTriggerStay to display if I remain in the same tile but this doesn’t seem to be the case.
Thanks for any assistance to this pain in the butt problem.