Hi all,
We’ve run into a problem recently with our vertical shooter: we’ve got these obstacle meshes generated on the fly at the top of the screen which are destroyed when they leave the screen by the OnTriggerExit of a bounding-box object which encloses the visible play-area.
This has worked fine in the past; but recently, especially with high a Time.TimeScale, we’ve noticed that our meshes are sometimes disappearing while on-screen, seemingly at random: OnTriggerExit is being called when the objects are clearly inside the bounding box!
Does anybody know why this might be occurring?
The obstacles have:
- mesh collider with ‘trigger’ set
- non-convex 0 volume deformed plane mesh
- kinematic rigid body
- moved by modifying transform.position
The bounding box is:
- box collider with ‘trigger’ set, around 60 in size
- no rigid body
- doesn’t move