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Question by Abysinian · Apr 11, 2015 at 05:10 PM · spritecollidersspritescollider2dtiles

Sprites and level tiles overlapping when they shouldn't

I'm currently experiencing a strange graphical bug where my character's placeholder sprite walks just below the top of the tiles that make up the level. Both have colliders attached, and where the character can be seen walking in this gif shouldn't be possible.

Also, the mushroom that can be seen stuck in the walk on the right-hand side is immediately "sucked" in to that position after being instantiated. It is instantiated between where it is and the green plant just along from it.

I'm very confused as to why either of these things are happening, what's caused it, and how to go about fixing it, so any help would be very much appreciated!

This screenshot shows the colliders on each of the objects, and where the mushroom is instantiated.

Edit: I figured out that the circle collider on the Character sprite is being ignored by the ground, so the character drops down until it's box collider collides with the one on the level tiles. I still have no idea WHY that's happening however. I also still have no idea about the mushroom being sucked in to the wall instantly upon instantiation.

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avatar image _Gkxd · Apr 11, 2015 at 08:50 PM 0
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Generally, you want as few colliders as possible. Try to use only one collider per GameObject. I suggest removing the circle collider and stretching the box collider to match the player's height. Without further information, it's pretty difficult to see what your problem is.

As a side note, it's usually a good idea to have your colliders be smaller than the sprites (rather than like the collider on your sword). $$anonymous$$ost of the times, it's very noticeable (and frustrating) when things collide with each other without touching, but the other way around isn't as nearly as noticeable. (For something like your sword, it doesn't really matter, but keep this in $$anonymous$$d for more important things.)

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