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Fixed in 2019.3.X

Fixed in 2018.4.X, 2019.1.X, 2019.2.X



Found in





Issue ID




OnTriggerEnter is called inconsistently when moving a trigger via Input key press with AddForce()



How to reproduce:
1. Open user-submitted project (Test)
2. Enter Play Mode while holding the up arrow key
3. See that OnTriggerEnter is called when the trigger reaches the sphere
4. Enter Play Mode without holding the up arrow key
5. Use the up arrow key to move the trigger into the sphere

Expected result: OnTriggerEnter is called
Actual result: OnTriggerEnter is not called

Reproducible with: 2018.3.10f1, 2018.3.11f1, 2019.1.0b7, 2019.1.0b9, 2019.2.0a7, 2019.2.0a9
Not reproducible with: 2018.3.9f1, 2019.1.0b6, 2019.2.0a6
Could not test with: 2017.4.23f1(Project incompatibility issues)

Tweaking the Rigidbody component options on the trigger fixes this issue

Comments (3)

  1. goran_okomotive

    Jul 04, 2019 11:43

    You workaround worked @FHREBST. But it caused quite a performance hit on our Switch port, because of a combination of large hierarchies and collider position updates on the physics side. Updated the project to 2019.1 - I don't get why it takes so long to fix it in 2018.4.

  2. fherbst

    Jun 14, 2019 15:11

    Also just found out about this (a regression from 2018.2). After some testing, I found that the "internal" representation of the collider that enters the trigger seems to be still in another place (can be seen when moving the trigger towards the collider).

    Workaround seems to be to change the transform of the not-working collider every frame ever so slightly (like, oscillate with 0.0001f).

  3. goran_okomotive

    Jun 05, 2019 09:03

    Does anybody know a good workaround for this issue? We are working with 2018.4 and it's quite hard to do a port right now, without having this bug back-ported on time.

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