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Question by Mami27 · Aug 13, 2014 at 06:45 PM · collider

Player entering into collider

http://www.youtube.com/watch?v=CdbdMk96QU8&feature=youtu.be

that's the problem

Is there a solution to this?

not: translate google

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avatar image KiraSensei · Aug 13, 2014 at 06:48 PM 0
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It seems like your speed is too important compared to the epsilons used to handle collisions, then when you started entering the collider, it is too late, the physics allow you to continue entering it. $$anonymous$$aybe post the values you use on the character controller (shown in the inspector).

avatar image Mami27 · Aug 13, 2014 at 09:03 PM 0
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 public float Hız = 15;
 public float JumpHız;

 float $$anonymous$$oşma = 0;

 // Use this for initialization
 void Start () {
 
 }
 
 // Update is called once per frame
 void Update () {

     if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.A) || Input.Get$$anonymous$$ey($$anonymous$$eyCode.LeftArrow)) {
     
         $$anonymous$$oşma += Time.deltaTime / 2;
         if($$anonymous$$oşma >= 5){
             $$anonymous$$oşma = 5;
         }

         transform.Translate(Vector3.left * Hız * Time.deltaTime * $$anonymous$$oşma);

     }else if(Input.Get$$anonymous$$eyUp($$anonymous$$eyCode.A) || Input.Get$$anonymous$$eyUp($$anonymous$$eyCode.LeftArrow)){

         $$anonymous$$oşma = 0;

     }

     if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.D) || Input.Get$$anonymous$$ey($$anonymous$$eyCode.RightArrow)) {
         
         $$anonymous$$oşma += Time.deltaTime / 2;
         if($$anonymous$$oşma >= 5){
             $$anonymous$$oşma = 5;
         }
         
         transform.Translate(Vector3.right * Hız * Time.deltaTime * $$anonymous$$oşma);
         
     }else if(Input.Get$$anonymous$$eyUp($$anonymous$$eyCode.D) || Input.Get$$anonymous$$eyUp($$anonymous$$eyCode.RightArrow)){
         
         $$anonymous$$oşma = 0;
         
     }
 
 }

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Answer by gamlin777 · Aug 13, 2014 at 09:48 PM

You can use Input.GetAxis("horizontal") to handle your movement (defaults to A & Left Key). As for your tunnelling issue. You should add more trigger colliders to your game object. To the top, bottom, left and right and use them to handle your collision detections (Standard platformer practice).

Check for the following: 1) Your player has a 2D Rigidbody attached. You should not be moving static colliders. 2) You are using either rigidbody2d.moveposition, characterController.move to move your character, and NOT using transform.position.

From the look of your video it's probably one of these issues so check carefully.

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avatar image Mami27 · Aug 14, 2014 at 06:51 AM 0
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thanks for help

avatar image Mami27 · Aug 14, 2014 at 07:15 AM 0
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this work fine

avatar image gamlin777 · Aug 14, 2014 at 01:00 PM 0
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Ah good to hear, don't forget to mark this question as answered if you're finished with it :)

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Answer by GoGamingJoe · Aug 15, 2014 at 10:27 AM

You can also use the character controler Then use the move function

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