Trouble Making Trigger From Scratch

Apologies for the basic nature of the question, but I’m having no luck following other solutions/tutorials. What I’m trying to do is set up a very basic trigger completely from scratch. I’ve done the following, but no dice. What am I missing?

  • I Create a new scene with a ground plane and two cubes.

  • Cube #1 is my “player” and gets a basic movement script.

  • Cube #1 is also given a rigidBody component

  • Cube #2 is my Trigger. I set “isTrigger” true within its boxCollider

  • I put the following code onto Cube #2. But at run, nothing fires.

    function OnDrawGizmos() {

         // Draw a transparent triggerbox for in-editor convenience
         Gizmos.color = Color.yellow;
         Gizmos.color.a = 0.5;
         Gizmos.DrawCube (transform.position, transform.localScale);
     }
     function onTriggerEnter(collision : Collider) {
     	Debug.Log("Trigger has been hit by " + collision);
     }
     function onColliderEnter(other : Collider) {
     	Debug.Log("Trigger has been hit by " + other);
     }
     function Start () {
     }
     function Update () {
     	print("FML");
     }
    

I’ve tried putting the same set of functions on the player script, made sure triggers work in example projects I’ve downloaded, and verified that a print or Debug.Log actually writes to the console (as in the FML example here) - but cannot for the life of me figure out what I’m missing when it comes to setting up a verrrrry basic trigger from scratch.

Help! I feel like once I understand whatever I’m missing here, I’ll be off to the races.

Found it! You functions are named incorrectly

function OnTriggerEnter(collision : Collider) {
    Debug.Log("Trigger has been hit by " + collision);
}
function OnColliderEnter(other : Collider) {
    Debug.Log("Trigger has been hit by " + other);
}

Notice the capital “O” in OnTriggerEnter and Collider functions. Youre off to the races my friend!