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Question by PhilippMaster · Jul 10, 2021 at 03:21 PM · 2dcollisionphysicstrigger

[2020.3][2D Collision] Trigger collider with physics computation

Hey folks,

I want to implement a rope that the player can swing with.

My plan was to use a trigger and the callbacks to handle the interaction. The problem is, once the rope acts like a trigger, no more physics is calculated. I would expect it to still collide with walls, boxes and other things. Although I haven't tried it yet, I suspect this problem can be solved simply by using different layers (one for the player, one for other stuff).

One problem remains with using layers: the player should pass the rope, but affect the physics as well. For example, if the player does NOT jump on the rope, but walks, the rope should move according to the forces. I used AddForce in OnTrigger to simulate the behavior, but it doesn't look naturally at all.

Main question: Is there a simple built-in way to act like a trigger with physics calculation?

Thank you very much for your help in advance.

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