Setting OnTriggerEnter(Collider other)

Hi,

From what I have found online, I think this is the gist for finding whether one game object collides with another. What I am trying to acheive, is that if a cube (Player) comes into contact with a plane (Plane). Here is what I have done so far:

1) In the Unity Game Engine, created a game object named Player, which is a cube.

2) Made another game object in the UGE named Plane, which is a plane

3) Made a PreFab, named PlayerPositionPreFab, for the game object named Plane, and did a drag and drop so that Plane has the PreFab, PlayerPositionPreFab.

4) I checked the isTrigger box for the Plane.

--The Player's position (cube) will always be changing. I want to write Debug.Log("asdf") to the screen when the Player is over the mesh of the Plane.

5) I wrote the following C# Script (with some generous help), to try and do this:

public class Plane : MonoBehaviour // Plane Script checks for PlayerCollision Against itself
{
    // GameObject PreFabs for the player
    public GameObject PlayerPositionPreFab;

    //private double x = 0;

// Use this for initialization
void Start () 
{
}

// Update is called once per frame
void Update () 
{
}

void OnTriggerEnter(Collider other)
{
    if (other.gameObject.name == "Player")
    {
        Debug.Log("Yay!");
    }
}
void OnTriggerStay(Collider other)
{
                // if some condition
    Debug.Log("Staying on the Plane");
}
void OnTriggerExit(Collider other)
{
                // if some condition
    Debug.Log("Exiting on the Plane");
}

}

You need to be using a rigidbody on the player to get the collision events.

Also, in addition to that, you generally should be using physics based movement, though that isn't always necessary if the colliders are large enough

The rest of your logic seems pretty sound

One thing to check up on is the matrix for what can collide with what in the help documents (down at the bottom of the page): http://unity3d.com/support/documentation/Components/class-MeshCollider.html