I wonder what am I doing wrong, or maybe it is a bug, here is the scenario:
In the BT graph I use a binary selector with a Check Trigger task with Trigger Stay “check type” selected. I have a trigger collider on the graph owner (Monster) component and everything works just great. But when I add another trigger collider on one of the nested game objects my Check Trigger condition starts to receive OnTriggerExit events from this child object.
It doesn’t matter if I leave the “Use self (Collider)” checkbox disabled or enable it and select the collider explicitly it still exits the Binary Selector node on a FALSE branch when the child trigger is exited.
Is that a desired behavior or am I doing something wrong?
I am sorry, but I can’t really replicate the problem you are facing :/ Child gameobject should not affect the condition in any way and there is also no reason for them to. Could it be that some of the your children gameobjects have a rigidbody which triggers the “root” (monster) trigger somehow?
Is there the possibility for you to send me the project (or a small replication example project) to see what could be going wrong more closely, since this is definitely not the desired behaviour?
Thank you.
Thank you guys for the quick response. I was not able to reproduce it in an isolated environment either… Apparently this is issue in my code. Sorry for disturbing you, I had to do this before posting this issue.
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