Yes, I realize there's already a million collider problem threads. I've already used the search bar and looked at 10 different threads but none are relevant to my problem. I have a Camera. It has a Box Collider attached. Here is a preview of the script attached: Code (csharp): function Update () { transform.Translate(0, 0, speed); } function onCollisionEnter ( col : Collision ) { //Debug print("hit"); if ( col.gameObject.tag == "meteor" ) { Destroy ( this.gameObject ); } } Camera has box collider, a rigidbody, and a control script. Meteors floating in space have a mesh collider (with Convex checked). Both colliders are NOT set to 'isTrigger'. Both rigidbodys are NOT set to 'isKinematic'. Use Gravity has been turned off for both rigidbodys. Yes, the Meteors are tagged correctly as "meteor", case-sensitive taken into account. I realize the issue may be that I'm using TRANSLATE instead of AddRelativeForce. I've tried AddRelativeForce as well, and no collision is ever detected. Note that visually the collision does occur. I've tried with Convex turned off for the Meteor mesh colliders. I've tried every possibly combination of Collision Detection methods, including 'Continuous Dynamic' on both Rigidbodys. Colliders were created by clicking the model and checking 'Generate Colliders'. I've also tried to change the speed via rigidbody.velocity, and that didn't work either. I'm just trying to detect the collision. I'm trying to upload the project via a package but it doesn't seem to be working. Thanks in advance for any assistance.
Is that code you posted your actual code in Unity? Then you should try and change onCollisionEnter into OnCollisionEnter
Wow. I can't believe how unbelievably stupid I feel. I guess it's because no errors were being thrown that I didn't think of that. Cheers broham.