Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by HelloThere738 · Oct 12, 2021 at 06:34 AM · 2d-physicsplayer movement

(2D) Have a player not move through a block

Assuming I have a player that's just a square with basic movement controls, and a box, how can I make it so that the player doesn't move through the box? Is there an easy way to do this?

I have a kinematic rigidbody2d and a box collider with isTrigger set to true on both of them and currently I am trying to take the coordinates of the box's vertices, and check which direction the player is colliding with the box, allowing me to disable that direction for the player. This doesn't seem to work however due to OnTriggerEnter2D only being able to pass a Collider and not a BoxCollider, stopping me from accessing BoxCollider.size.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by swanne · Oct 12, 2021 at 09:31 AM

From your explanation I think that the collider parameter 'Is Trigger' is the fault. I use trigger type colliders to trigger an action when a player moves through it. A check point for example. I dont want the checkpoint to physically stop the player walking through it. I suggest making 'Is Trigger' false on both of your object colliders and testing.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image HelloThere738 · Oct 12, 2021 at 02:59 PM 0
Share

That seems to not work. Maybe it is something with the way I do movement? Here is my code for it just in case:

 void Update()
 {
     move();
 }

 private void move()
 {
     float moveX = Input.GetAxis("Horizontal");
     float moveY = Input.GetAxis("Vertical");

     Vector3 movement = new Vector3(moveX, moveY, 0);

     movement *= speed;
     movement *= Time.deltaTime;
     transform.Translate(movement);
 }  
avatar image swanne · Oct 12, 2021 at 04:06 PM 0
Share

Hey @HelloThere738

Try this for your movement script:

 void Update()
  {
      move();
  }
 
  private void move()
  {
      float moveX = Input.GetAxis("Horizontal") * speed;
      float moveY = Input.GetAxis("Vertical") * speed;
 
      Vector3 movement = new Vector3(moveX, moveY, 0);
      
      transform.Translate(movement * Time.deltaTime);
  }  

Again, make sure that the collider component on both the player and the box are set 'Is Trigger = false'

avatar image
0

Answer by glatteinfo · Oct 12, 2021 at 04:07 PM

Having Trigger enabled disables the "normal" collision. Just add a Second boxcollider and leave Trigger unchecked

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

138 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to add a 2D explosion force to players with physics based movement? 0 Answers

which is best method for 2d player movement 0 Answers

Trouble creating knockback when setting velocity on RigidBody2D 0 Answers

Rotate scene or camera with unity 2d physics 0 Answers

Unintended bounce on 2D platformer 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges