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Question by Alp-Giray-Savrum · Apr 13, 2017 at 07:55 PM · raycastcollision detectioncollider2draycasthit2dcircle

CircleCast hits emitter with Collider2D

Hi guys,

I'm trying to write custom physics for my game. I wish to make my balls bounce from colliders and I've done it perfectly but there's a problem when I add circle collider to ball.

It seems, circle cast I use effects from circle collider. Therefore my whole collision detection algorithm collapses. I need to understand how not to make circle cast effected by circle collider.

Here's code I wrote, Update calls this as a seperate method.

 void PhysicsController () {
         //Debug Drawing
         direction_on_surface = global_utilities.Utility.DirectionReposition(transform.position, ball_rigidbody.velocity, 0.5f);
         RaycastHit2D hit = Physics2D.CircleCast (transform.position, 0.5f, Vector2.zero, 0.5f);
 
         if (Physics2D.CircleCast (transform.position, 0.0005f, Vector2.up)) {
             if (hit.transform != hit_object && hit.transform != null) {
                 //Hit behaviour for walls;
                 if (hit.transform.tag == "wall") {
                     ball_rigidbody.velocity = Vector2.Reflect(ball_rigidbody.velocity, hit.normal);
                 }
 }
 }
 }
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