Problem with Unity 3 collision detection

I recently updated my project to 3.0 (non Pro) and found that collisions that were once working in 2.6.1 now don’t work in 3.0

I have an enemy that fires a projectile, once that projectile collides with something, it creates this splash damage area (a different GameObject prefab that has a sphere collider set as a trigger).

Now that splash damage GameObject calls the damage function of any player or enemy it finds in its OnTriggerEnter function.

The creation of the splash damage GameObject always works fine (both in 2.6.1 and 3.0), however in 3.0, the splash damage GameObject can’t detect the player’s collider (a CharacterController) in its OnTriggerEnter function, and thus, it is unable to damage the player. In 2.6.1 however, it works fine.

So basically the situation is a trigger sphere is unable to detect a CharacterController inside it.

Am I missing some new instructions, perhaps some new rules on how collisions are now done in 3.0?

Anyone else having this problem?

I opened my project in Unity3 and I’m not colliding with anything… even simple non-trigger box colliders go right through each other.

Have you submitted a bug report for this issue yet?

Seems like you’re not the only one : http://forum.unity3d.com/threads/62594-Colliders-dont-work.

similar weirdness here.

I just tried to drop my own prop into Boot camp, but our private just walks right through it. Oddly enough, if I start a blank scene and drop the same model on a simple plane and run into it with the FPS prefab, it’s rock solid :o

Oh, and this on W7 as well…

Ok, I sent a bug report to Unity about this.

Ok, I believe I found a solution to my problem.

What was happening was a trigger sphere can’t detect a charactercontroller inside of it.

Turns out that now I need to have a rigidbody attached to either the trigger sphere or the charactercontroller for the trigger to work.

Why do this? Why does a trigger collider need a rigidbody now? Trigger collisions do not make use of rigidbody physics. It doesn’t make sense to require a rigidbody for this.