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Question by JumpLittleChickn · Oct 15, 2017 at 02:08 AM · 2dcolliders

2D Dragable Boxes Move Into Each Other

I have two 2x2 boxes I want to drag around in an 8x8 field. I want each box to treat the other like a solid object, preventing movement into it but still being able to slide back and forth while touching the companion box. They both have the following script attached:

 Vector3 mouseToWorld;
 bool isBeingMoved;

 void Update () {
     mouseToWorld = Camera.main.ScreenToWorldPoint(Input.mousePosition); //Converts the mouse position to world units for the sake of box moving

     //If the primary mouse button is released while the mouse is not hovering over a box, turn movement off
     if (Input.GetMouseButtonUp(0))
     {
         isBeingMoved = false;
     }

     //Checks if the mouse is hovering over a box. If it is, check if the primary mouse button is down.
     //If both are true, have the mouse start dragging the box.
     if (mouseToWorld.x <= (transform.position.x + 1) && mouseToWorld.x >= (transform.position.x - 1)
         && mouseToWorld.y <= (transform.position.y +1) && mouseToWorld.y >= (transform.position.y -1))
     {
         if (Input.GetMouseButton(0))
         {
             isBeingMoved = true;
         } else
         {
             isBeingMoved = false;
         }
     }

     //Using a bool prevents quick mouse movements from detaching the mouse from the box
     if (isBeingMoved)
     {
         MoveWithMouse();
     }
 }

 private void MoveWithMouse()
 {
     Vector3 boxPosition = new Vector3(0f, 0f, 0f)
     {
         x = Mathf.Clamp(mouseToWorld.x, -3f, 3f),
         y = Mathf.Clamp(mouseToWorld.y, -3f, 3f)
     };
     transform.position = boxPosition;
 }

 private void OnCollisionEnter2D(Collision2D collision)
 {
     Debug.Log("Boop");
 }

They both have 2d colliders attached, and not set as triggers. I tested using a falling object, and when it hits the box it acts as expected. What should I do?

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