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Question by biomee · Aug 11, 2017 at 06:51 AM · 2dphysicspixel

Unity 2D Platform pixel perfect physics don't work?

My two solutions (located at 33 and 37) seem to work fine while going left against a wall (the first one) but it seems it does not push the player left while going right (resulting in them being stuck.) Should I got even attempt to combine rigidbodies and these (seemingly pixel perfect) physics calculations? How the hell do you do pixel calculations with floats???

Any help is appreciated

 public class PlayerController : MonoBehaviour {
 
     private Rigidbody2D body;
     public float speed = 10f;
     public float jumpPower = 5000f;
     private bool grounded;
     private Vector2 groundCheckPos;
 
     // Use this for initialization
     void Start () {
         body = GetComponent<Rigidbody2D> ();
     }
 
     public bool isGrounded(){
         bool result =  Physics2D.Linecast(transform.position , groundCheckPos , 1 << LayerMask.NameToLayer("Ground"));
         if (result) {
             Debug.DrawLine(transform.position , groundCheckPos , Color.green, 0.5f, false);
         }
         else {
             Debug.DrawLine(transform.position , groundCheckPos , Color.red, 0.5f, false);
         }
         return result;
     }
   
     // Update is called once per frame
     void FixedUpdate () {
         float h = Input.GetAxisRaw ("Horizontal");
 
         while (Physics2D.Linecast (transform.position, new Vector2 (transform.position.x - ((1f / 16f) * 3f), transform.position.y), 1 << LayerMask.NameToLayer ("Ground"))) {
             transform.position = new Vector2(transform.position.x + (1f / 16f), transform.position.y);
         }
 
         while (Physics2D.Linecast (transform.position, new Vector2 (transform.position.x + ((1f / 16f) * 3f), transform.position.y), 1 << LayerMask.NameToLayer ("Ground"))) {
             transform.position = new Vector2(transform.position.x - (1f / 16f), transform.position.y);
         }
 
         transform.position = new Vector2(transform.position.x + (speed * h * Time.deltaTime), transform.position.y);
 
 
 
         float v = Input.GetAxisRaw ("Vertical");
 
         groundCheckPos = new Vector2 (transform.position.x, transform.position.y - 1.05f);
 
         if (isGrounded ()) {
             body.AddForce ((Vector2.up * jumpPower) * v);
         }
 
 
 
 
     }
 
     void Update() {
       
     }
 
 }
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