Layer change causes abilities to be lost
private void CreateCollider()
            {
                var sphereCollider = entity.gameObject.AddComponent<SphereCollider>();
                sphereCollider.gameObject.layer = (int)Rust.Layer.Reserved1;
                sphereCollider.radius = instance.configData.automaticPickupSettings[pickupType].radius;
                sphereCollider.isTrigger = true;
                createdCollider = true;
            }

Chanhing layer of gameobject (on entity) to create a trigger means that object will lose abilities (Ex: if you will change layer of furnace it will fly in air if you destroy foundation under it for example

I know, so I tried "rigidbody.isKinematic = true;" I don't know if it works. Do you have any solutions?
5c18c7da631b5.jpg Arainrr
I know, so I tried "rigidbody.isKinematic = true;" I don't know if it works. Do you have any solutions?
Yes. Create separate gameobject (only for trigger) and make all thing there (sphere and layer). then on triggering that gameobject call your main script
5ba216a6d7f65.png Orange
Yes. Create separate gameobject (only for trigger) and make all thing there (sphere and layer). then on triggering that gameobject call your main script

Thank you, it seems that only corpses need to create new gameobjects

5c18c7da631b5.jpg Arainrr

Thank you, it seems that only corpses need to create new gameobjects

I am highly recommended to do that for every object in future (and now too).

Changing things you doenst know (layers is pretty strange shit, i think only devs know how it exactly works) always providing issues, and you can never know about them. That's why i am always trying to do things on my own (like in my other plugin where i do same thing [different gameobject for triggers]).

Ahhhhh, I'll try to do that