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Question by SuperSpasm · Aug 11, 2016 at 12:43 PM · collision detectionlayerscollision2d

Collisions happening though disabled in matrix

In my game I have a vine for a player to swing on, and I recently tried adding small knobs for the vine to hinge on. I added colliders to the vines that should only collide with the knobs, and made new layers - "Knobs" and "VineColliders".

the problem is that even though the VineColliders are set to collide only with the knobs in the (2D) layer collision matrix, im (sometimes) getting collisions with another layer - "platforms". I've set some debug messages to ensure that it was indeed these two layers colliding and not another collider i didnt notice, and double checked the collision matrix, and tried disabling all 3d collisions to see if that had something to do with it (the game is 2D). I've also looked around on google for a while for similar issues- no dice.

maybe using IgnoreLayerCollision programmatically would fix this, but that seems over the top for this, since it really seems like this shouldn't happen.

So why is this happening?

Thanks in advance to all helpers!

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collisions-bug2.png (221.7 kB)
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Answer by SuperSpasm · Aug 24, 2016 at 12:10 PM

In the end I found out what was causing my collision issues, since I had a really hard time with this and didn't get any answers I figured I'd post it here in case anyone has similar issues in the future.

On my branch I had a Platform Effector which I used for one way platforms. as it turns out, the platform effectors have a collision mask that can override the global collision-by-layer matrix.. I was not aware of this. alt text Anyhow, it seems like disabling the collider mask on all branches involved did the trick. However- I really think that the collider mask on these should be disabled by default, since while they may come in handy, if you miss that option and set up your collision matrix perfectly, collisions become very unintuitive and it's hard to see what went wrong.


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avatar image Milo_del_mal · May 15, 2017 at 05:53 PM 0
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Wow, I would have never found it if it was not for your self answer.

avatar image zh4r0naX · Aug 28, 2018 at 08:42 AM 0
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thank you! And i thought iam stupid. It was the collidermask.....

well it was me being stupid, but the problem was the collidermask

avatar image pusa · Nov 13, 2018 at 12:11 PM 0
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Thanks man. I've been stuck on this for 3 days. Best solution for me ^_^

avatar image HuldaGnodima · Mar 09, 2021 at 06:33 PM 0
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I just want you to know that you just saved me, 5 years after you posted this! Thank you so much for describing your problem here and your solution.

I had this EXACT set up and could not understand why the collision was happening. Had no idea effectors override project settings!

avatar image SpeedPower465 · Mar 29 at 03:00 AM 0
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HERO!!!!!!

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Answer by ton1n8o · Jul 08, 2017 at 06:43 AM

I've faced this problem but for me, I was configuring the wrong Physics Matrix system, the 3D one rather than the 2D.

alt text


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avatar image Old-Meiser-Gaff · Oct 29, 2018 at 08:48 PM 0
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Thanks for sharing, this solved my problem.

avatar image DavidJares · Jan 13, 2019 at 08:22 PM 0
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thanks. solved $$anonymous$$e too.

avatar image liveswithoutfear · Feb 05, 2019 at 12:34 AM 0
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Haha! $$anonymous$$y god it was so simple in the end. Yet I was banging my head against the wall. ($$anonymous$$etaphorically of course). Thanks for the tip. 2D... I need to start remembering there's 2 world's...

avatar image JustATensai · Mar 01, 2021 at 12:51 PM 1
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Oh my god. I feel so dumb. Thanks for sharing.

avatar image Errandir · Jul 20, 2021 at 06:48 AM 0
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Thanks, that was my issue

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