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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