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May 16, 2019 at 12:34 comment added DMGregory "The object that is colliding with it" is, in this case, the user's finger touching the screen, not an in-world collision between two physics bodies.
May 16, 2019 at 11:57 comment added thirteen4054 you mean rigidbody on prefab? then no
May 16, 2019 at 11:54 comment added Pete Bloom One of the colliders has a rigid body? Either on the object you're colliding with or on the object that is colliding with it. (sorry, yes I misread it. I deleted the comment pretty swiftly but I guess it showed up anyway.)
May 16, 2019 at 11:54 comment added thirteen4054 the outer ones are for void OnTriggerEnter2D(Collider2D collider) and in them is if statement.
May 16, 2019 at 11:50 comment added thirteen4054 yes i checked is trigger on prefab.
May 16, 2019 at 11:48 comment added Pete Bloom Have you checked 'is trigger' on the game object (in the Inspector panel)?
May 16, 2019 at 11:45 comment added thirteen4054 I used this in my gameController and added a tag "bubble" to my prefab but when I touch any bubble its not giving output
May 16, 2019 at 11:45 comment added thirteen4054 void OnTriggerEnter2D(Collider2D collider) { if (collider.gameObject.CompareTag("bubble")) { Debug.Log("detected"); } }
May 16, 2019 at 11:37 comment added Pete Bloom No, or at least I didn't need to do that. I just made them prefabs and named/tagged them as needed.
May 16, 2019 at 11:28 comment added thirteen4054 do i need to store all the instantiated objects in a list to do this?
May 16, 2019 at 11:14 history answered Pete Bloom CC BY-SA 4.0