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Question by Lautaro-Arino · Jan 03, 2014 at 03:51 AM · physicscollider

Player gets stuck on collision when jumping up a platform.

My character gets stuck if trying to jump up on a platform while running towards it. It has a box collider and a sphere collider. Like this: http://i.imgur.com/ov5bHdw.png

Any suggestions on how to fix this?

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avatar image matneu · Jan 05, 2014 at 11:59 AM 0
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Are you using Unitys native 2d-tools? What does your characterController script look like?

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Answer by algizmo · May 13, 2014 at 11:52 PM

This is a bit late :), but I had the same issue.

Just after the line that reads horizontal axis

 float move = Input.GetAxis ("Horizontal");

added the following line

 if (!grounded && Mathf.Abs(move) > 0.01f) return;

So, if the player is not grounded and he is moving then just return and do not execute any movement code. Again, I assume your are using tutorial script. So, the whole FixedUpdate looks like this

 void FixedUpdate ()
 {
     grounded = Physics2D.OverlapCircle (groundCheck.position, groundedRadius, whatIsGround);
 
     anim.SetBool ("Ground", grounded);
 
     anim.SetFloat ("VerticalSpeed", rigidbody2D.velocity.y);
 
     float move = Input.GetAxis ("Horizontal");
 
     //prevents the player from getting stuck into platform
     if (!grounded && Mathf.Abs(move) > 0.01f) return;
 
     anim.SetFloat ("Speed", Mathf.Abs (move));
 
     rigidbody2D.velocity = new Vector2 (move * maxSpeed, rigidbody2D.velocity.y);
 
     if (move > 0 && !isFacingRight)
         Flip ();
     else if (move < 0 && isFacingRight)
         Flip ();
 }
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Answer by acastro · Feb 06, 2014 at 08:14 PM

If you are using the tutorial script, just add this 'if' before this line:

 if (grounded)
     rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
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avatar image fafase · Feb 26, 2014 at 01:02 PM 0
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Well, I am investigating that issue but this is surely not fixing anything.

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Answer by Max_power1965 · Dec 15, 2015 at 09:54 PM

There is new unity component called platform Effector 2D that will allow you to do that: more info here: http://docs.unity3d.com/Manual/class-PlatformEffector2D.html

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