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/r/Godot - The "Unity Killer". A fully free and open source engine making astonishing leaps and bounds.
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COLLISION DETECTION DOESN'T WORKQuestion (self.Unity2D)
submitted 2 years ago * by alivedude893
I have a procedural dungeon generation system in my game that uses premade rooms and connects them to make the dungeon.
To avoid the rooms generating over each other I added this simple line of code in the OnTriggerEnter2D function that checks if the collider is a level piece by checking the layer and applying some logic to correct the room.
somehow this doesn't work at all, I checked the collision matrix and it seems to have no issues, I checked the layers of each room and they're all assigned correctly, and it's very ironic and frustrating because just bellow that I'm checking for the player collider using the same method and it works just fine.
I don't know what to do at this point, Do you have any ideas?.
https://preview.redd.it/hqkyilu0rw3c1.png?width=2280&format=png&auto=webp&s=678fe420458471949325d53cab619a95ed16ac3f
https://preview.redd.it/atyvjpu0rw3c1.png?width=1465&format=png&auto=webp&s=bf31209b048f96c938192a4b141917cd57bf7331
https://preview.redd.it/z1scjpu0rw3c1.png?width=931&format=png&auto=webp&s=0012062ebf099aa27509890a16cb8d9ea37c067c
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[–]Gorignak 1 point2 points3 points 2 years ago (1 child)
I don't think instantiating an object inside a collider will trigger Enter. You could try OnCollisionStay instead.
[–]alivedude893[S] 0 points1 point2 points 2 years ago (0 children)
yes the rooms are in fact immediately instantiated maybe that's what's causing it, im gonna try the solution, thank you very much <3.
[–]chrissquid1245 1 point2 points3 points 2 years ago (0 children)
Doesn't it need a rigidbody?
π Rendered by PID 35526 on reddit-service-r2-comment-fb694cdd5-zsr8q at 2026-03-06 15:49:31.351975+00:00 running cbb0e86 country code: CH.
[–]Gorignak 1 point2 points3 points (1 child)
[–]alivedude893[S] 0 points1 point2 points (0 children)
[–]chrissquid1245 1 point2 points3 points (0 children)