Tier 2
Series 104
104B: The Collider Shell
"A BoxCollider is solid wall. A Trigger is a ghost sensor. An Engineer knows that `OnCollisionEnter` requires physical impact (bouncing), while `OnTriggerEnter` requires passing through (collecting coins)."
The Concept: Triggers
The "Is Trigger" checkbox changes the physics rules.
* **Collision:** Physical resistance. (Car hitting wall).
* **Trigger:** Event notification only. (Car crossing finish line).
* **Rule:** Triggers do not stop movement.
* **Collision:** Physical resistance. (Car hitting wall).
* **Trigger:** Event notification only. (Car crossing finish line).
* **Rule:** Triggers do not stop movement.
Red Flag Detected
The AI Trap: "The Solid Coin"
You ask the AI: "Make a coin I can pick up."
// AI-Generated Code: Crash Hazard
void OnCollisionEnter(Collision c) {
Destroy(gameObject);
}
// Audit Fail: The player will bounce off the coin like a brick wall
// BEFORE collecting it.
This is "The Invisible Wall." The player loses momentum because the coin was a solid physics object.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Engineer's Correction
Corrective Protocol
// Corrected: Ghost Pass
void OnTriggerEnter(Collider other) {
Destroy(gameObject);
}
Your Pilot Command
> Use AudioSource.PlayOneShot to prevent sounds from clipping or cutting each other off.