void OnTriggerStay(Collider other) { if (other.gameObject.CompareTag("TARGET_PLANET")) { ProbeMonitor.SendProbeTriggerEvent(probeType, TriggerType.TRIGGER_STAY); } }
void OnTriggerExit(Collider other) { ProbeMonitor.SendProbeTriggerEvent(probeType, TriggerType.TRIGGER_EXIT); }
// from docs: https://docs.unity3d.com/ScriptReference/Rigidbody.OnCollisionEnter.html // Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. void OnTriggerEnter(Collider other) { ProbeMonitor.SendProbeTriggerEvent(probeType, TriggerType.TRIGGER_ENTER); }