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Question by ryf9059 · Jun 16, 2013 at 05:00 PM · collisionphysicscollidercharactercontrollerplatformer

How to deal the 2d platform physics?

I'm making a 2D platformer where I ran into some problem with physics. I know this 2D game behaves in some kind of unrealistic way and it's suggested to use a character controller. But I do have some part that mimics realistic physics and want to use it on my player.

The physics I'm really having issues with is the collision of colliders. As you can see from the picture, I have the platform ground consists of many small tiles that has a individual collider on each. The problem is that when my player is running on those colliders by setting a movement speed with gravity enabled it will have the slight pop effect when moving from one to another collider. It's like doing a small addforce action on the top and this is just strange, unless I lock the Y position, but that's obviously not desired. Also if I jump the player on the edge of two colliders it doesn't jump as high as on the flat surface of a whole collider, which I suspect to be a unity bug. Anyways, the effect is not good.

The ground is made of many box colliders

What should I do with 2D platform physics? If I were to write my own character controller how should I handle the grounded situation? If I were to use real physics how to avoid those annoying problems above?

Please advise. Thanks

P.S All those colliders are having the same Y value and are perfectly aligned, I even bake them down into few groups, but that didn't help much.

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