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Question by timotejtrickovic · Dec 09, 2019 at 05:53 PM · 2dmovement2d-platformerplatformer

jittery collisions 2d platformer

  horizontalInput = Input.GetAxis("Horizontal");
            transform.Translate(Vector3.right * horizontalInput * Time.deltaTime * speed);

So basically I'm having trouble with collisions on my 2d platformer, keep in mind this is my first ever game. I've googled a bit about my problem and found out that transform.Translate shouldn't be used in this type of game. But I couldn't find anywhere a solution which I can use instead of transform.Translate. My player goes through my "obstacles" when he is going at a fast speed. Also when explaining please ELI5 cause I'm pretty new to programming in general. Thanks in advance

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avatar image TreyH · Dec 09, 2019 at 08:41 PM 0
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Hey there, the appearance of jitter is usually caused by either moving an object into a collision outside of FixedUpdate / physics or by a camera that's moving just before its target.

In your case, you might get a more expected behavior by using a Rigidbody2D component for your character and setting its velocity manually. This can be a bit taboo depending on who you're asking as it will naturally overwrite any physical motion calculated by Unity itself, but you will get pretty intuitive collider behavior.

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Answer by WheresMommy · Dec 09, 2019 at 09:01 PM

You should look into rigidbody movement (forces etc.) instead of transform translating, as changing the transform will always be like a minimal transportation from point a to b in 0 time, so there is no actual communication between the physics engine and your object until it reached point b.

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