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Won't Fix

Votes

0

Found in

2020.3.45f1

2021.3.19f1

2022.2.7f1

2023.1.0b5

2023.2.0a3

Issue ID

UUM-27272

Regression

No

OnTriggerExit does not activate when a GameObject inside a Trigger is set to Inactive or Destroyed

-

How to reproduce:
1. Open the attached “IN-22896” project
2. Open the “SampleScene” Scene
3. Enter Play Mode
4. Use A/D keyboard keys to move into the Cube shaped GameObject
5. Open the Console window and note the “OnTriggerEnter” being printed
6. Press the “F1” key on the keyboard, while the Sphere shaped GameObject is still in the Cube
7. Observe the Console window

Expected result: OnTriggerExit is printed/triggered
Actual result: OnTriggerExit is not triggered

Reproducible with: 2020.3.45f1, 2021.3.19f1, 2022.2.7f1, 2023.1.0b5, 2023.2.0a3

Reproducible on: macOS Ventura 13.1 (Intel), Windows 10 - User Reported

Notes:
- Documentation of OnTriggerExit states: “OnTriggerExit is called when the Collider other has stopped touching the trigger.” In this issues regard, this statement can be interpreted as false
- Relevant Documentation page: [https://docs.unity3d.com/ScriptReference/Collider.OnTriggerExit.html|https://docs.unity3d.com/ScriptReference/Collider.OnTriggerExit.html|smart-link]
- “F1” key triggers Destroy(Object), “F2” key triggers setActive(False)
- Reproducible in Builds
- Reproducible on a new project

  1. Resolution Note:

    Unfortunately, the trigger events are not symmetrical on deletion and deactivation currently. That is, if you deactivate an object, or destroy it while inside a trigger volume, it's not guaranteed to register an on exit event due to internal technical limitations.

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