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Question by erthwormsam · Oct 02, 2019 at 07:35 PM · collider2dboxcollider2d

child's 2D box collider not following Game Object

Hey everyone,

I am making a fishing game where your boat has different customizable slots for equipment. These slots are children of the boat. I am using a raycast to find which slots are available to be equipped. However, I am having an issue with the 2D box colliders on those slots. In the scene window, they follow the slot game object during run time. However, in the game window, the collider does not register a hit after some time. After a few moments, the collider is pushed downwards while still showing correct placement in the scene window.

Please see this video of the issue.

Now, I've understood that the issue is probably caused by the floating of the boat. If I disable the floating script, I have no issues with the colliders. Here is what it looks like:

     void Float()
     {
        //floatSpeed, maxHeight, and floatOffest are set through the inspector
         floatNum = Mathf.PingPong(Time.time * floatSpeed, maxHeight);
 
         transform.position = new Vector3(transform.position.x, floatNum - 
         floatOffset, transform.position.z);
     }



Here is how I detect the clicks:

     void CastRay()
     {
         RaycastHit2D hit = Physics2D.Raycast
         (Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
 
         if (hit.collider == null)
         {
             return;
         }
         Debug.Log(hit.collider.gameObject.name);
      }

Do you guys have any idea why the collider looks right in the scene view, but is not correctly placed in the game view?

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avatar image WarmedxMints · Oct 02, 2019 at 08:01 PM 0
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How are you detecting the clicks?

avatar image erthwormsam WarmedxMints · Oct 03, 2019 at 04:18 PM 0
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Thanks for your help! I've updated the post to include the ray cast function.

avatar image WarmedxMints erthwormsam · Oct 03, 2019 at 06:19 PM 0
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Try using the monobehaviour mouse down ins$$anonymous$$d. See if that changes anything. Comment out your current method and put this in;

         private void On$$anonymous$$ouseDown()
         {
             Debug.Log(name);
         }
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