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Question by
MasterLG · Jul 29, 2014 at 06:04 AM ·
collider2d
Generating holed/disconnected Polygon 2D colliders
I've thought about using a matrix of "atomic" colliders but some small tests showed that things don't bounce off of those properly. For example, a row of 10 square colliders may have issues with physics objects because, instead of bouncing off the "logically" flat surface, they may bounce off of the corners of one of the units.
So, is it possible? If so, how?
I've tried using manually edited polygon colliders but it didn't seem to let me do this, or if it did, there was a "strand" of some sort between.
Worst comes to worst, I may just rework the rest of the system to work around this issue, but I'd like to see if I can fix this first.
I'm scripting with C#.
Thanks.
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