- Home /
Proper and clean collisions for platformers?
My character jumps, he lands on the ground, he appears to be sunk into the ground for a frame, then he is placed where he should be, this gives a really cheap feel to the game, how to prevent that?
Some extra infos that might help you or not: I'm using toolkit2D to make a 2D game and 1 Unity unit = 1 pixel on screen so the scales are pretty big. I'm using a cube collider and velocity on my rigidbody.
EDIT: Here is an example of what I mean
Physics can be affected by the size of the object. Just like in real life.
You said the scales are large. So the physics of the falling character can be affected by its bigger size. If they are falling at a fast rate, its possible the colliders may not respond in time . It also depends on how youre doing the jump. Are you letting gravity pull the character back to the ground or are you using a force of some kind?
I'll try making things smaller, I'll tell you the results
The image in my question is taken from the test I've made: I've used only default values and everything is as simple and close to how they were meant to be used, still the problem remains.
Your answer
![](https://koobas.hobune.stream/wayback/20220613100902im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Unity 5 and PhysX shaders. 0 Answers
iOS (iPad1) CRASH caused by Mesh.Bake PHYSX CollisionData 2 Answers
Serverside PhysX 1 Answer
Unity road map Physx on GPU 0 Answers