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Question by fatbun · Sep 21, 2020 at 10:08 PM · 2dcollider

Sprite is outside of Collision box when in play mode

Hello,

I am 1 studying Unity and currently following a 2D tutorial on Unity Learn.

My sprite is supposed to be inside a collider2D box and it is fine when it is in Scene View: alt text

But when I enter Play mode it becomes:

alt text

As can be seen the sprite is half way out of the box and make the character out of its intended position when in Play mode.

  • Here is my Sprite setting:

Mesh type: Full Rect PPU: 120 Pivot: Center Generate Physics Shape: Yes

  • Prefab: Box Collider 2D:

Auto Tiling: Yes Offset: X = 0, Y = 0;

Rigidbody 2D: Simulated: Yes Gravity Scale: 0 Freeze Rotation: Z

Script:

 public float speed;
     public float changeTime = 1.0f;
     public bool vertical;
 
     Rigidbody2D rigidbody2D;
     Animator animator;
 
     float timer;
     int direction = 1;
 
     bool broken = true;
 
     void Start()
     {
         rigidbody2D = GetComponent<Rigidbody2D>();
         timer = changeTime;
         animator = GetComponent<Animator>();
     }
 
     void Update()
     {
         if(!broken)
         {
             return;
         }
         
         timer -= Time.deltaTime;
 
         if ( timer < 0)
         {
             direction = -direction;
             timer = changeTime;
         }
     }
 
     void FixedUpdate()
     {
         if(!broken)
         {
             return;
         }
 
         Vector2 position = rigidbody2D.position;
 
         if (vertical)
         {
             animator.SetFloat("Move X", 0);
             animator.SetFloat("Move Y", direction);
             position.y = position.y + Time.deltaTime * speed * direction;
         }
         else
         {
             animator.SetFloat("Move Y", 0);
             animator.SetFloat("Move X", direction);
             position.x = position.x + Time.deltaTime * speed * direction;
         }
 
         rigidbody2D.MovePosition(position);
     }
 
     void OnCollisionEnter2D (Collision2D other)
     {
         RubyController controller = other.gameObject.GetComponent<RubyController>();
 
         if(controller != null)
         {
             controller.changeHealth(-1);
         }
     }
 
     public void Fix()
     {
         broken = false;
         rigidbody2D.simulated = false;
         animator.SetTrigger("Fixed");    
     }

 

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image2.png (37.5 kB)
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