OnTriggerEnter2D/OnCollisionEnter2D - delay

Hi,

This is a problem that started a while ago and I never got to figure out what caused it.
I have a coin prefab in my game with 2 box colliders (2D); 1 solid (with a bouncy material) and 1 trigger collider.

I have tried both OnTriggerEnter2D and OnCollisionEnter2D and both seem to have some sort of delay.
With OnTriggerEnter2D, I can bounce the coins on my players head, push them around, etc. and they won’t disappear after being in contact with the player for a couple of frames.
OnCollisionEnter2D has a similar problem, except that the player gets blocked for a frame or 2 when it hits the coin.
In both instances, the player picks up the coin, but the delay is annoying and messing with the fast-paced flow of my game.

This is the code I have for it:

	void OnTriggerEnter2D (Collider2D PlayerHit){
		if (PlayerHit.gameObject.CompareTag ("Player")) {
			playerAudio.PlayOneShot (CoinPickup);
			PlayerManager.giveCoins(1);
			Destroy (gameObject);
		}
	}

	void OnCollisionEnter2D (Collision2D PlayerHit){
		playerAudio.PlayOneShot (CoinDrop);
		if (PlayerHit.gameObject.CompareTag ("Player")) {

			playerAudio.PlayOneShot (CoinPickup);
			PlayerManager.giveCoins(1);
			Destroy (gameObject);
		}
	}

There is also destroy-timer active from the moment the coin prefab gets instantiated.

Is this a problem with Unity?
Because when I made this script 2 months ago, the issue was not there.

Thanks

My guess is that it’s your playerAudio.PlayOneShot (CoinPickup); that’s causing the delay.
PlayOneShot() instantiates a new object, which is slow anyway, and then depending on the audio format of your audio clip, you then might be waiting while that clip is loaded and decompressed in memory.
You could easily verify if this was the case by using the profiler, or just commenting out those lines and seeing if it makes a difference.