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Question by Helminth · Jan 04, 2018 at 01:39 PM · rigidbodytilemap2d-physicstiles2d platformer

Player sticks to right side of platform after jumping in it

I am developing 2d platformer game. Level is created using Tile Palette. There is problem that when player jumps into right side of tile and keeps running to the left he sticks to the wall and doesn't fall down - if i stop running he falls down, if I jump he slides higher. From left side of tile everything works as espected if he jumps in it un trys to run into wall then he just falls down.

For tiles I use Tilemap Collider, Platformer Effector (I have unchecked option "Use Side Friction", I have tried to set Side Arc angle from 0 -180 degrees), I have crated and attached material with 0.4 friction.

For player I use Dynamic Rigidbody and I move player only usign AddForce method - for running and jumping.

Why he is not falling when hiting right side of tile? I have tried diffrent kind of contacts with tiles - one tile, multiple tiles. Hitting it from bottom, center and top.

Tile map components: alt text Player components: alt text

tilemap-components.png (28.2 kB)
player-components.png (24.1 kB)
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Answer by Helminth · Jan 04, 2018 at 01:53 PM

Of course I was dealing with this problem for two whole days and when I ask question in forum I found answer in 2 minutes..

The problem was in my moving script. To flip users sprite when he is running in opposite direction I used this code which I got from some tutorial:

 float move = Input.GetAxis("Horizontal");
 if (move < 0)
 {
     transform.rotation = Quaternion.Euler(0, 180, 0);
 }
 else if (move > 0)
 {
     transform.rotation = Quaternion.Euler(0, 0, 0);
 }

It caused errors in physics engine. When I commented out this code everything now works fine. So I found the explenation in here https://docs.unity3d.com/Manual/class-SpriteRenderer.html - While Sprites can be flipped by setting negative transform.scale, this has the side effect of also flipping the child GameObjects and also flipping the colliders, which can be performance intensive or otherwise not preferred.

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