Bounds.Intersects returns false while collision still works?
I'm passing my player's collider's Bounds
into Bounds.Intersects()
, but it returns false even when it's visibly overlapping with the BoxCollider2D
I'm checking it against.
I even tested this by switching the target collider's isTrigger
to false
. Sure enough, the collision occurred and my character was pushed out of the box.
What could cause this?
Comment
Best Answer
Answer by TBruce · Apr 20, 2016 at 04:41 AM
Are the Z values the same?
Whoops! I thought I had tested that, but no, they weren't. It works now. Perhaps I should just use BoxColliders for these ins$$anonymous$$d of BoxCollider2D.
@_eternal
BoxCollider's are for 3D physic games and BoxCollider2D's are for 2D physic games.