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Question by focus915 · Nov 01, 2014 at 03:47 PM · playerplatformerweb-player2 player

2d platformer, ignorelayercollision

Hello all,

I am attempting to implement a 2d platformer where the player can pass through the platform then it solidifies allowing the player to stand on it. The code I currently have seems to behave irregularly, sometimes acting like it should and most times pushing the player back toward the ground.

Currently my platform object looks like this:

alt text

With this hierarchy:

alt text

The script attached to the below object is:

 using UnityEngine;
 using System.Collections;
 
 public class parentController : MonoBehaviour {
     bool inObj;
     void Start () {
         inObj = false;
         Physics2D.IgnoreLayerCollision(8,10,false);
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 
     void OnTriggerEnter2D(Collider2D player){
         if (player.name == "player"){
             inObj = true;
             Physics2D.IgnoreLayerCollision(8,10,true);
     }
     }
 
     void OnTriggerExit2D(Collider2D player){
         if (player.name == "player"){
             inObj = false;
         }
     }
 
     public bool getBool(){
         Debug.Log (inObj);
         return inObj;
     }
 }

The script attached to the above object is as follows:

 using UnityEngine;
 using System.Collections;
 
 public class JumpThrough : MonoBehaviour {
 
     //public GameObject player;
     GameObject player;
     public parentController test;
 
     void OnTriggerStay2D(Collider2D player){ //also tried with enter
     if (player.name == "player" && !test.getBool()){
         Physics2D.IgnoreLayerCollision(8,10,false);
     
     }
     }
 
     // Use this for initialization
     void Start () {
         player = GameObject.Find ("player");
 
         test = transform.parent.GetComponent<parentController> ();
     }
 
     void Update(){
     if (Input.GetKey (KeyCode.S)) {
          Physics2D.IgnoreLayerCollision(8,10,true);
 
     }
 
     }

 }

Can anyone point out what I may be doing wrong?

2.png (2.5 kB)
1.png (145.6 kB)
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avatar image hfarazm · Nov 01, 2014 at 04:00 PM 0
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what if you deactivate collider when the player is moving up and enable it when player is falling -y-axis

avatar image focus915 · Nov 01, 2014 at 04:07 PM 0
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I tried that but that behaves irregularly too (player is jumping from side) which is why I was trying this way

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