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Player clipping through objects as they rotate
Hello!
I am making a small 2d platformer game where the idea is that the player is in a box that rotates on button input. The player cannot make all of the jumps to get to the exit, so you must rotate the level (it rotates 90 degrees on button input) to get passed obstacles.
My issue is that when the level is rotating, the player clips through the walls. I want the walls (which have simple box colliders) to not let the player pass through them- even when rotating.
For the player, I am using the sample assets for 2d platformer movement (code below), and my rotation script (also below). I have read up on this, and it sounds like the issue is that box colliders temporarily "break" when they are rotating. I am a novice and not sure how to tackle this issue. Any help is much appreciated!
Rotation Script:
using UnityEngine;
using System.Collections;
public class Rotator : MonoBehaviour
{
public float smooth = 1f;
private Quaternion targetRotation;
void Start ()
{
targetRotation = transform.rotation;
}
void Update ()
{
if (Input.GetKeyDown (KeyCode.Space)) {
targetRotation *= Quaternion.AngleAxis (90, Vector3.forward);
}
transform.rotation = Quaternion.Lerp (transform.rotation, targetRotation, 10 * smooth * Time.deltaTime);
}
}
Player movement scripts:
using UnityEngine;
namespace UnitySampleAssets._2D
{
public class PlatformerCharacter2D : MonoBehaviour
{
private bool facingRight = true; // For determining which way the player is currently facing.
[SerializeField] private float maxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] private float jumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float crouchSpeed = .36f;
// Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] private bool airControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character
private Transform groundCheck; // A position marking where to check if the player is grounded.
private float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool grounded = false; // Whether or not the player is grounded.
private Transform ceilingCheck; // A position marking where to check for ceilings
private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
private Animator anim; // Reference to the player's animator component.
private void Awake()
{
// Setting up references.
groundCheck = transform.Find("GroundCheck");
ceilingCheck = transform.Find("CeilingCheck");
anim = GetComponent<Animator>();
}
private void FixedUpdate()
{
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
anim.SetBool("Ground", grounded);
// Set the vertical animation
anim.SetFloat("vSpeed", GetComponent<Rigidbody2D>().velocity.y);
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch && anim.GetBool("Crouch"))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
crouch = true;
}
// Set whether or not the character is crouching in the animator
anim.SetBool("Crouch", crouch);
//only control the player if grounded or airControl is turned on
if (grounded || airControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*crouchSpeed : move);
// The Speed animator parameter is set to the absolute value of the horizontal input.
anim.SetFloat("Speed", Mathf.Abs(move));
// Move the character
GetComponent<Rigidbody2D>().velocity = new Vector2(move*maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !facingRight)
// ... flip the player.
Flip();
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && facingRight)
// ... flip the player.
Flip();
}
// If the player should jump...
if (grounded && jump && anim.GetBool("Ground"))
{
// Add a vertical force to the player.
grounded = false;
anim.SetBool("Ground", false);
GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, jumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
facingRight = !facingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}
...next one:
using UnityEngine;
using UnitySampleAssets.CrossPlatformInput;
namespace UnitySampleAssets._2D
{
[RequireComponent(typeof (PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour
{
private PlatformerCharacter2D character;
private bool jump;
private void Awake()
{
character = GetComponent<PlatformerCharacter2D>();
}
private void Update()
{
if(!jump)
// Read the jump input in Update so button presses aren't missed.
jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
private void FixedUpdate()
{
// Read the inputs.
bool crouch = Input.GetKey(KeyCode.LeftControl);
float h = CrossPlatformInputManager.GetAxis("Horizontal");
// Pass all parameters to the character control script.
character.Move(h, crouch, jump);
jump = false;
}
}
}
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