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Glitching between box colliders. One is kinematic... Help!
I have two squares in my 2D game. It's played like a top down game, and I have rigidbody2Ds attached to both, though I have the gravity set to 0 on each so that they don't fall. You can control one of the squares and move it around freely. The other one is set to kinematic on the rigidbody2D because I don't want it to move.
When I control the first square, and it runs into the kinematic one, a weird clipping occurs as the player square kind of glitches into the other one. Does anyone have an explanation for this? I'm sure it's something painfully simple.
how did you move the object? - by applying the force? - by transform?
Answer by SeasiaInfotechind · Dec 23, 2014 at 06:19 AM
Pie_Lord can you post image related to your question so that it becomes easy to understand your scenario.
Here what I understand is that one of your square entering other. Just check once that their colliders are not intersecting each other. Also how are moving your "movable square" ?
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