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Question by DarkShadowDevelopment · Aug 22, 2021 at 03:10 PM · collisionmovement scriptlayermaskrpg-game

Can someone help me fix this?

So when I tried to make it so when my character hits an npc (actor layer) / wall (blocking layer) hit can t pass it yk what i mean? But when i added like the hit part the character is only moving up and down even when i press arrow to left or right it goes up / down. What s wrong in the code?

Unity 2020

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player : MonoBehaviour
 {
     private BoxCollider2D boxCollider;
     private Vector3 moveDelta;
     private RaycastHit2D hit;
 
     private void Start()
     {
         boxCollider = GetComponent<BoxCollider2D>();
     }
 
     private void FixedUpdate()
     {
         float x = Input.GetAxisRaw("Horizontal");
         float y = Input.GetAxisRaw("Vertical");
 
         // Reset moveDelta
         moveDelta = new Vector3(x, y, 0);
 
         // Swap Sprite Direction wether you're going right or left
         if (moveDelta.x > 0)
             transform.localScale = new Vector3(1, 1, 1);
         else if (moveDelta.x < 0)
             transform.localScale = new Vector3(-1, 1, 1);
         
         // Make sure we can move in this direction, by castingg a box there first, if the box returns null we are free to move
         hit = Physics2D.BoxCast(transform.position, boxCollider.size, 0, new Vector2(0, moveDelta.y), Mathf.Abs(moveDelta.y * Time.deltaTime), LayerMask.GetMask("Actor", "Blocking"));
         if (hit.collider == null)
         {
             // Make this thing move
             transform.Translate(0,moveDelta.y * Time.deltaTime, 0);
         }
        
         hit = Physics2D.BoxCast(transform.position, boxCollider.size, 0, new Vector2(moveDelta.x,0), Mathf.Abs(moveDelta.x * Time.deltaTime), LayerMask.GetMask("Actor", "Blocking"));
         if (hit.collider == null)
         {
             // Make this thing move
             transform.Translate(0, moveDelta.x * Time.deltaTime, 0, 0);
         }
     }
 }
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