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Question by
lagrangejonah · Apr 28 at 09:32 AM ·
collisionunity 2dcollidersaxispolygoncollider2d
PolygonCollider2d Use Z Axis
I would like to simulate PolygonCollider2D along the global X and Z axis, rather than the global X and Y axis.
I have read that Unity assumes the X and Y axis for most calculations, but here I need to use the X and Z instead, for it to work with other systems.
I have tried to attach it to a parent game object and rotate that game object along the X-axis by 90 degrees, but then my PolygonCollider2D collision shape fails verification. I figure that this is because it's projecting the new coordinate to the XY plane and is not able to construct a shape as the points are all along a single line.
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