I have a trigger machine attached to a gameObject with a box collider (tried both with trigger enabled and disabled) and my player has a collider with trigger enabled and a kinematic rigidbody on a child object. I also attached a script to the object with the trigger machine to send debug logs at OnTriggerEnter. The test script sends its messages but I cannot get the trigger machine to trigger. There are no layer filters or conditions set on the trigger machine. Layer Matrix is set up for collisions on PlayerCharacter which both triggers are on. Will it trigger off of child object colliders or only one on the root?

https://imgur.com/a/1153w8W
  • IF the custom script fires, the trigger machine will fire as well and something else is preventing it from being used.

    If the machine doesn't have any conditions set up, the only other thing I can think of is that your player isn't recognized as the player. Is this pure Makinom setup or using ORK?

    When using ORK and spawning the ORK player, that's automatically set as the player and the machine should work. If it's only Makinom without ORK, you need to set the player game object.
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  • I’m using ORK with Makinom and the player is spawned by ORK. It does get triggered if I change it to another layer but I cannot figure what is different. Is there a way to get the info of which collider caused the trigger to fire through the unity console schematic node?
  • If you don't enable Start By Root, any collider on the player (e.g. the interaction controller) can start the interaction. If enabled, only the root game object (with a collider) can.
    Might be that not all child objects of your player are on the same layer? E.g. check your interaction controller prefab and change it's layer, or use the Start By Root option in the machine.
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