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Question by Koravas · Nov 01, 2014 at 02:55 PM · 2dcollisionjumpingtopdowncollisions

Graceful 2D collision enabling/disabling for topdown jumping

I've been trying to implement a very simple 2D top-down jumping mechanic, similar to the top down zelda games. I've implemented objects that can be jumped over, by turning off collisions for specific layers when the Jump event starts: Physics2D.IgnoreLayerCollision(PlayerLayer, ObjectsLayer, True)

The problem I'm having is that when I re-enable the layer collision, collision events don't fire until the PlayerObject moves. Which means that the player will safely land in a spike pit, but get hurt when they try to move out of it.

Is there any way I can force it to poll for collisions at a certain point? Or would it be better to handle collisions differently, seperate from the Unity physics engine?

I'm not very familliar with Unity, so I'd appriciate any help at all.

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Answer by Greek_Soldier · Mar 14, 2015 at 03:44 PM

You could probably use an IEnumerator and change the player to a different sorting layer, yield for the amount of seconds the player would be above the ground for, and then change the player back. I haven't tested it yet but in theory it should work.

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