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Question by Bakudan · May 10, 2018 at 09:40 AM · exportboxcollider

How to detect Collision/Overlap between a BoxCollider2D(trigger) and PlaftformEffector2D ?

Hello.

I'm building a 2D game, were ladders contains "BoxCollider2D" as triggers, and floating platforms contains also a "BoxCollider2D" but with an PlatformEffector2D wich remove the "trigger/collide part".

I need to detect if my Ladder collide with any Platforms to avoid such cases, but anything i've tried failed.

     public Collider2D col;
 
     void Start()
     {
         if(col.bounds.Intersects(GetComponent<Collider2D>().bounds)){
             Destroy(this.gameObject);
         }
     }
 
     void OnTriggerEnter2D(Collider2D collider)
     {
         if (collider.tag == "Ladder")
         {
             Destroy(this.gameObject);
         }
     }
     
         void OnCollisionStay2D(Collision2D collider)
         {
 
             if (collider.gameObject.tag == "Ladder")
             {
                 Destroy(this.gameObject);
             }
 
         }
         void OnTriggerStay2D(Collider2D collider)
         {
 
             if (collider.gameObject.tag == "Ladder")
             {
                 Destroy(this.gameObject);
             }
 
         }
 
         void Update()
         {
             if(this.GetComponent<Collider2D>().IsTouchingLayers(LayerMask.GetMask("Ladder"))){
                 Destroy(this.gameObject);
             }
         }

I tried with any of these case on my Platform, but it doesn't work, is there any way to detect such "Overlapping/Collision" between a BoxCollider2D as trigger and another BoxCollider2D as PlatformEffector2D ?

Thanks in advance^^'.

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Best Answer

Answer by Bakudan · May 10, 2018 at 10:27 AM

I finally found how to resolve this issu.

I needed to add a Kinematic Rigibody2D on my platform to be able to be detected by the trigger Ladder.

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