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Question by JustSova · Jan 28 at 03:33 PM · movementplayercolliders

Player Going through colliders

Hi everyone, Im making a 2D game, but my Player goes through colliders. I use touchscreen buttons to control my player. The code:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Movement : MonoBehaviour { //variables public float moveSpeed = 300; public GameObject character;

 private Rigidbody2D characterBody;
 private float ScreenWidth;


 // Use this for initialization
 void Start () {
     ScreenWidth = Screen.width;
     characterBody = character.GetComponent<Rigidbody2D>();
 }

 // Update is called once per frame
 void Update () {
     int i = 0;
     //loop over every touch found
     while (i < Input.touchCount) {
         if (Input.GetTouch (i).position.x > ScreenWidth / 2) {
             //move right
             RunCharacter (1.0f);
         }
         if (Input.GetTouch (i).position.x < ScreenWidth / 2) {
             //move left
             RunCharacter (-1.0f);
         }
         ++i;
     }
 }
 void FixedUpdate(){
     #if UNITY_EDITOR
     RunCharacter(Input.GetAxis("Horizontal"));
     #endif
 }

 private void RunCharacter(float horizontalInput){
     //move player
     characterBody.transform.Translate(new Vector2(horizontalInput * moveSpeed * Time.deltaTime, 0));

 }

}

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Answer by Chubzdoomer · Jan 28 at 11:33 PM

Whenever you're moving a Rigidbody around, you should almost always use MovePosition instead of Translate.

Translate is for moving Transforms, whereas MovePosition is specifically for Rigidbodies.

Here's how you could re-write your RunCharacter method:

 private void RunCharacter(float horizontalInput)
 {
     Vector2 movementDirection = new Vector2(horizontalInput, 0);
     rb.MovePosition(rb.position + movementDirection * moveSpeed * Time.deltaTime);
 }


If you haven't already, I also recommend going to your player's Rigidbody and setting Collision Detection to "Continuous." This will help make the collision detection more accurate. You may also want to consider setting Interpolate to "Interpolate" to make your player's movement less jittery, but that's entirely up to you.

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avatar image JustSova · Jan 29 at 02:59 PM 0
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And what if there is written for example: moveCharacter(direction * +1); what i have to write there?

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