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Question by Guanixim · May 05, 2019 at 06:35 PM · rigidbody2dplatformercollision2dteleportplatformercontroller

Pre-solve Collision

Hi, guys

I'm pretty much a beginner in game developing, and I am not aware of the features that could help me solving this specific problem I am about to describe. Therefore, I am here for any advice that could helpful. I am already grateful for your attention and your patience.


At the moment I am working on a simple platformer game, in which the character is able to perform a short teleport within a range. This teleport is also able to go through colliders, which means it is possible to across walls. The main problem I am having to deal with is when the character enters a collider, and the collision needs to be solved. I can't teleport the player inside the collider, because the collision is solved sliding the player outside of it, and it sounds pretty weird when playing. I tried to solve this problem with a couple of ways, using a bunch of raycasts... However, I would be much easier if I could just simulate the collision before it actually is visible to the player. Even though the blink would not actually work literally as how the collision would be solved (cases 5 and 6 in the image below), it would be much easier if I could do it. This is pretty much how it would work:


Purple is player before the teleport.

Green is player after the teleport.

Red is player's teleport direction.

Gray is a wall/collider.


alt text


I am not sure if pre-solving the collision is still the best idea, but if you have any clue of how this problem could be solved, I will be thankful for your answer.

blink-idea.png (64.3 kB)
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