Question by
Thajocoth · Sep 18, 2019 at 12:19 AM ·
2drigidbody2dtilemapboxcollider2distrigger
Why is my BoxCollider2D with IsTrigger checked physics-colliding with other colliders without isTrigger checked?
Full situation:
Player has Rigidbody2D (Dynamic, Continuous)
Player has BoxCollider2D (Not IsTrigger)
Player has sub object Feet
Feet has BoxCollider2d (IsTrigger, exists as a thin line below the player, that the player script checks to see if it should be able to jump or not.)
Walls has Rigidbody2D (Kinematic, Continuous)
Walls has TilemapCollider2D (Used by Composite)
Walls has CompositeCollider2D (Not IsTrigger)
The player appears to float above the ground.
The obvious fix is to simply move Feet up slightly, but this creates another bug where 1-way platforms can be partially jumped through if you get one collider through but not the other. (This was my previous work-around, but I just added 1-way platforms.)
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