Why would a mesh collider call OnTriggerEnter but not OnTriggerStay or OnTriggerExit? My coworkers and I are all baffled; all of our guesses have been disproved.
The design for my project involves a turret with an area of effect described by a symmetrical triangle (mesh from our modelers), with the point at the turret and scaled along the turret’s trajectory to also touch the cursor.
When the user moves the cursor (mouse or touch), the area of effect rotates to look at it and scales to span the gap between the turret and the cursor. While all of this is happening, I need to know when collisions with other stationary things start, continue, and stop.
For completeness, I should mention that the same modeler made both the triangle and another mesh that I position by the cursor. The other mesh reports collisions just fine, but the triangle only reports OnTriggerEnter.
If I put a BoxCollider on the triangle, it works fine.
The other model is positioned near the cursor by placing it at the same position as an empty GameObject childed to the triangle. Since it receives collisions fine and collisions are supposed to require motion, I tried making another triangle and positioning the original triangle according to an empty GameObject on my new triangle (whew!). It didn’t help. (I would include another picture, but I’m at my limit.)
So… What can I do to convince my triangle to work?