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Question by DaJuice · Apr 23, 2013 at 08:02 PM · collisionsphysxinterpenetration

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 alt text

overlappingpics.jpg (48.2 kB)
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avatar image GC1983 · Apr 23, 2013 at 08:04 PM 0
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Physics can be affected by the size of the object. Just like in real life.

avatar image DaJuice · Apr 23, 2013 at 08:05 PM 0
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What do you mean?

avatar image GC1983 · Apr 23, 2013 at 08:18 PM 0
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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?

avatar image DaJuice · Apr 23, 2013 at 08:35 PM 0
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I'll try making things smaller, I'll tell you the results

avatar image DaJuice · Apr 23, 2013 at 09:06 PM 0
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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.

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