# OnTriggerExit(Collider)

> OnTriggerExit is called when a collider stops touching a trigger.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)

## OnTriggerExit()

```csharp
public void OnTriggerExit(Collider collider)
```

### Parameters

**** (\[Collider]\(/engine/6000.0/script-reference/unityengine/collider)):&#x20;

### Remarks

`OnTriggerExit` is called during whichever iteration of the physics `FixedUpdate` loop Unity detects that a collider is no longer touching a trigger it was previously touching. Both GameObjects must contain a [Collider](/engine/6000.0/script-reference/unityengine/collider.md) component. At least one of the colliders must be a trigger collider and at least one must be a physics body collider. For more information, refer to [OnTrigger events](/engine/6000.0/manual/physics-section/physics-overview/collision-section/collider-interactions/ontrigger.md). Trigger events are sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions. Deactivating or destroying a collider while it is inside a trigger volume does not cause an `OnTriggerExit` message to be sent. Both the trigger and the collider that touches the trigger receive `OnTriggerEnter` if they have implemented it. `OnTriggerExit` can be a coroutine.

### Examples

```csharp

// Destroy everything that leaves the trigger

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour
{
    void OnTriggerExit(Collider other)
    {
        Destroy(other.gameObject);
    }
}
```
