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Question by Scholand · Jan 29, 2017 at 04:49 PM · physics2dcollider2dvector2knockbackphysicmaterial

Ignore Collider Grip, Object / Player Knockback

I made a 2D Jump and Run and i want if a Player hit a trap that he get knockback. If i jump (then i am not grounded) and i hit the trigger from my trap my Code :

 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.tag == "Player")
     {
         if (Time.time > lastAttackTime + attackCooldwon)
         {
             lastAttackTime = Time.time;
             other.GetComponent<PlayerHealth>().TakeDamage(damage);
             if(gameObject.name == "LeftCollider")
             {
                 other.GetComponent<PlayerControl>().controlEnabled = false;
                 transform.Translate(0, 0, 0);
                 other.GetComponent<Rigidbody2D>().velocity = new Vector2(-7, 5);
             }
             if (gameObject.name == "RightCollider")
             {
                 other.GetComponent<PlayerControl>().controlEnabled = false;
                 transform.Translate(0, 0, 0);              
                 other.GetComponent<Rigidbody2D>().velocity = new Vector2(7, 5);
             }
         }
     }
 }

it works perfect but if I walk in my trigger (then i am grounded) i will get no knockback to the X aixs and only low to the Y aixs. And If i change the Physic Matirals to (Friction = 0) no Grip it wouldn't work. I think it is because the Player collide to the ground and then he can't get knockback.

Thanks for your help.

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Answer by Pengocat · Jan 29, 2017 at 04:59 PM

You may have better luck using AddForce() instead of setting the velocity directly.

     void OnTriggerEnter2D(Collider2D other)
     {
         // ...
         if (gameObject.name == "RightCollider")
         {
             other.GetComponent<PlayerControl>().controlEnabled = false;
             other.GetComponent<Rigidbody2D>().AddForce(new Vector2(7, 5), ForceMode2D.Impulse);
         }
         // ...
     }

this line transform.Translate(0, 0, 0); seems redundant by the way.

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