Space Shooter tutoral issue

Hello, I am having this problem with my laser (bolt) that I am firing but never get destroyed by the boundary, the OntriggerExit is not even called. The script used in the tutorial is different from mine, seems to be an old version… I need a little help on this please :slight_smile:

Here is my code.

public class DestroyByBoundary : MonoBehaviour
{
void OntriggerExit(Collider other)
{
Debug.Log (other.name);
Destroy(other.gameObject);
}
}

public class Mover : MonoBehaviour
{
private Rigidbody laser;
public float speed;

void Start () 
{
	laser = GetComponent<Rigidbody>();
	laser.velocity = transform.forward * speed;
}

}

[System.Serializable]
public class Boundary
{
public float xMin, xMax, zMin, zMax;
}

public class PlayerControlller : MonoBehaviour
{
private Rigidbody player;
public float speed;
public float tilt;
public Boundary boundary;
public GameObject shot;
public Transform shotSpawn;
public float fireRate;
private float nextFire;

void Update()
{
	if (Input.GetButton ("Fire1") && Time.time > nextFire) 
	{
		nextFire = Time.time + fireRate;
		Instantiate (shot, shotSpawn.position, shotSpawn.rotation);
	}
}
void FixedUpdate()
{
	player = GetComponent<Rigidbody>();
	float moveHorizontal = Input.GetAxis ("Horizontal");
	float moveVertical = Input.GetAxis ("Vertical");
	Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
	player.velocity = movement * speed;

	player.position = new Vector3 
	(
		Mathf.Clamp (player.position.x, boundary.xMin, boundary.xMax), 
		0.0f, 
		Mathf.Clamp (player.position.z, boundary.zMin, boundary.zMax)
	);
	player.rotation = Quaternion.Euler (0.0f, 0.0f, player.velocity.x * -tilt);
}

}


Thanks

you need to pay special attention to the case of unity’s built in functions if you want to override them. it’s OnTriggerExit()

if you post in the future, please format all of your code.