Hello forum, I have a strange problem. I don't know if its actually a bug or I'm doing something wrong, but I'm sure its a bug xD.
I have a player prefab, and inside this player there is an AC trigger. whenever I turn it on, an action will happen. The problem is the trigger only works when my player has CC (character controller). It will not work when the player has capsule collider, and yes I've set it to "is trigger".
I can't figure out why it only works with character controller.. How can I make it work with capsule collider instead?
Comments
The Trigger works using Unity's own OnTriggerEnter method - meaning you need a Rigidbody as well in order for it to react to colliders. The 3D Demo player, Tin Pot, set up this way to test with as well.
Regardless, having a Trigger detect a parent isn't good practice - and sounds like the wrong solution to a simple problem.
Please elaborate on the root problem you're trying to solve. You want to run some Actions when a particular animation has finished, correct? And how are you trying to do this, by animating the "enabled" state of the Trigger when the animation completes?
Instead of having a Trigger, attach a Cutscene component to the same object as your character's Animator. Set the Cutscene's Actions source field to Asset Field, and then re-assign the same "New ActionList" asset field you were referencing in the Trigger.
You can then run an Animation event at the end of your animation, in which the Cutscene's "Interact" method is invoked. That will cause the Cutscene - and ActionList asset that it references - to run.