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Question by d2clon · Jan 25, 2021 at 04:02 PM · 2drigidbody2dcollider2d

Making Rigidbodies to interact but allow them to go one through the other

In my game I have a Player and many leaves shaken by the wind.

I have activated Colliders and Rigidbodies in both elements so they can interact with other elements.

I am trying the Player to interact with the leaves dragging them a bit but allowing the Player to go through them with minimum resistance.

I know I can play with the Layer Collision Matrix to make the Leaves ignore the Player but I actually want some kind of interaction as explained above.

This is what I have now with the Layer Collision Matrix and the Colliders and the Rigidbodies all activated:

https://youtu.be/i02leaEc_Bo

Any suggestion of how can I achieve this? Is there something I can do with the Unity physics or should I have implement this procedurally with code?

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Answer by logicandchaos · Jan 25, 2021 at 04:26 PM

Make the collision a trigger then you can use OnTrigger() for your interaction and still be able to pass through them.

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avatar image Bunny83 · Jan 25, 2021 at 04:33 PM 0
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Exactly, keep in $$anonymous$$d that you can have multiple colliders as a child of your rigidbody and each collider can be on a different layer.

avatar image wolfgraphicsLLC Bunny83 · Jan 25, 2021 at 04:38 PM 0
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Yes this is correct . this also is a good way to have different trigger events such as a collision on the right causes one action to happen but hit from behind plays a different animation just as an example

avatar image d2clon · Jan 25, 2021 at 04:52 PM 0
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I understand you are suggesting to implement the dragging interaction procedurally into the OnTrigger() implementation. I was wondering if there is any Unity physics I can use so I don't need to program this my self.

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