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Question by Rphysx · Sep 27, 2014 at 08:20 PM · 2dplayerrandomboxcolliderstuck

2D player stuck between BoxColliders

alt text

To create a terraria-clone, i'm procedurally instantiating multiple sprites/gameobjects with a boxcollider2d attached to them, so every cube has its own 2d boxcollider. The problem is that VERY randomly my character gets stuck between two boxcolliders, it really happens randomly but not that rarely, every 10/20/30 seconds or so of walking may happen

Player moves throught rigidbody.velocity.x and no gravityscale gets changed, here's the code for the "D" key used to move it right

 if(Input.GetKey(KeyCode.D))
             rigidbody2D.velocity = new Vector2(4f, rigidbody2D.velocity.y);
 
         if (Input.GetKeyDown(KeyCode.D))
         {
             if (transform.localScale.x < 0)  //used to change the direction that player is facing
                 transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
                  //setting the animation to true
             PlayerAnim.SetBool("Running", true);
         }
         if (Input.GetKeyUp(KeyCode.D))
         {
             PlayerAnim.SetBool("Running", false);
                  //stopping the animation and setting the velocity to zero
             rigidbody2D.velocity = new Vector2(0f, rigidbody2D.velocity.y);
         }


Edit : yes, every square is instantiated in a pixel perfect fashion, 1f x 1f is the dimension of each one to keep better track of coordinates

domandaunity.png (118.4 kB)
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Answer by Sonicbulletwolf · Sep 27, 2014 at 08:36 PM

Maybe you should make the Boxcollider of the play a little less longer

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avatar image Rphysx · Sep 27, 2014 at 08:58 PM 0
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I tried already to make overlapping colliders and shorter ones. Still getting the issue

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