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Question by Thajocoth · Sep 18, 2019 at 12:19 AM · 2drigidbody2dtilemapboxcollider2distrigger

Why is my BoxCollider2D with IsTrigger checked physics-colliding with other colliders without isTrigger checked?

Full situation:

  • Player has Rigidbody2D (Dynamic, Continuous)

  • Player has BoxCollider2D (Not IsTrigger)

  • Player has sub object Feet

  • Feet has BoxCollider2d (IsTrigger, exists as a thin line below the player, that the player script checks to see if it should be able to jump or not.)

  • Walls has Rigidbody2D (Kinematic, Continuous)

  • Walls has TilemapCollider2D (Used by Composite)

  • Walls has CompositeCollider2D (Not IsTrigger)

  • The player appears to float above the ground.

  • The obvious fix is to simply move Feet up slightly, but this creates another bug where 1-way platforms can be partially jumped through if you get one collider through but not the other. (This was my previous work-around, but I just added 1-way platforms.)

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