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Question by LordLota · Dec 05, 2018 at 06:21 PM · collisionbuildbuild-errorfalling

My character falls of the map when build, but works ok in the editor

I'm creating a platformer game, like mario bros, and I'm trying to create an exe file to it. However, when I try to play it my character falls of the map and ignore the collisions with the ground, but when I'm at the editor It works perfectly. How can I solve it?

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avatar image surfuay · Dec 05, 2018 at 08:02 PM 0
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could you post your code for the character and the objects it's trying to interact with.

also I had a similar problem one time. I was missing a rigid body on one of my objects. and for them to interact I believe your collider should NOT be set to "istrigger" if you're trying to have them not pass through each other.

avatar image LordLota surfuay · Dec 05, 2018 at 11:49 PM 0
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I'm sorry about the terms in portuguese. that's because I'm brazilian and it was easier to understando.

Some meanings: Velocidade - velocity forcaPulo - JumpForce estaNoChao - IsInTheground $$anonymous$$ovimentacao - $$anonymous$$ovimentation

Here's the code:

public class Player : $$anonymous$$onoBehaviour { public float velocidade; public float forcaPulo; private bool estaNoChao; public Transform chaoVerificador; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations;

 //Animator

 Animator animator;


 private Rigidbody2D rb;



 // Use this for initialization
 void Start() {

     animator = GetComponent<Animator>();

     rb = GetComponent<Rigidbody2D>();

 }



 // Update is called once per frame
 void Update()
 {
     $$anonymous$$ovimentacao();
 

 }

 void $$anonymous$$ovimentacao(){

     if (Input.GetAxisRaw("Horizontal") > 0)
     {
         transform.Translate(Vector2.right * velocidade * Time.deltaTime);
         transform.eulerAngles = new Vector2(0, 0);
     }
     if (Input.GetAxisRaw("Horizontal") < 0)
     {
         transform.Translate(Vector2.right * velocidade * Time.deltaTime);
         transform.eulerAngles = new Vector2(0, 180);

     }
     if (Input.GetButtonDown("Jump") && estaNoChao) {

         rb.AddForce(transform.up * forcaPulo);

         animator.SetBool("NoChao", false);
     }

     animator.SetFloat("Velocidade", $$anonymous$$athf.Abs(Input.GetAxisRaw("Horizontal")));

     animator.SetFloat("VelocidadeVertical", velocidade);

     estaNoChao = Physics2D.Linecast(transform.position, chaoVerificador.position, 1 << Layer$$anonymous$$ask.NameToLayer("Piso"));

     animator.SetBool("NoChao", estaNoChao);

 }

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