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Question by unity_749C0A4FAC16ABE20450 · Dec 14, 2021 at 12:45 PM · 2d2d-platformermovement script2d-physicswalking

Stop my character from walking through walls. I know whats wrong but i cant figure out how to fix it.

Hey unity community!

Im making a 2D platformer ( I know, very original) and my character moves and jumps around perfectly. My problem is that it keeps moving through walls.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Playermove : MonoBehaviour
 {
     Animator playeranimator;
     Rigidbody2D playerRb;
     public float speed = 4f;
     bool facingRight;
     private bool isGrounded;
     public Transform feetpos;
     public float checkradius;
     public LayerMask whatisground;
     public float jumpforce;
     private float jumptimecounter;
     public float jumptime;
     private bool isJumping;
     // Start is called before the first frame update
     void Start()
     {
         playeranimator = GetComponent<Animator>();
         playerRb = GetComponent<Rigidbody2D>();
     }
 
     // Update is called once per frame
     void Update()
     {
         //get ground
         isGrounded = Physics2D.OverlapCircle(feetpos.position, checkradius, whatisground);
         //Get input
         float movement = Input.GetAxis("Horizontal");
         //Move along the x axis
         Vector3 playerPosition = transform.position;
         playerPosition.x = playerPosition.x + movement*speed *Time.deltaTime;
         transform.position = playerPosition;
         //Jump
         if(isGrounded == true && Input.GetKeyDown(KeyCode.Space)){
             isJumping = true;
             jumptimecounter = jumptime;
             playerRb.velocity = Vector2.up * jumpforce;
         }
         if(Input.GetKey(KeyCode.Space) && isJumping){
             if(jumptimecounter > 0){
                 playerRb.velocity = Vector2.up * jumpforce;
                 jumptimecounter -= Time.deltaTime;
             }
             else{
                 isJumping = false;
             }
         }
         if(Input.GetKeyUp(KeyCode.Space)){
             isJumping = false;
         }
         /*
         if(Input.GetKey(KeyCode.Space) )
         {
             playerRb.AddForce(Vector2.up*1f, ForceMode2D.Impulse);
             
         }
         */
         
         //prevent sliding down slopes
         if(Input.GetKey(KeyCode.Space) == false || Input.GetAxis("Horizontal") == 0){
             playerRb.constraints = RigidbodyConstraints2D.FreezePositionX | RigidbodyConstraints2D.FreezeRotation;
         }
         else{
             playerRb.constraints = RigidbodyConstraints2D.FreezeRotation;
 
         }
         
         Flip(movement);
 
         //Change Animation
         playeranimator.SetFloat("Speed", speed*0.75f);
         playeranimator.SetFloat("Move", Mathf.Abs(movement));
         playeranimator.SetBool("Jump", isJumping); 
     }
 
     void Flip(float m)
     {
         //Get current direction and compare it to movement direction
         if(facingRight && m < 0 || !facingRight && m > 0)
         {
             //if they are not the same, then flip and change facingdirection
             transform.Rotate(new Vector3(0,180,0));
             facingRight = !facingRight;
         }
         
         
 
     }
 }
 

Thats my movement script in its entirety. I wasnt sure how much of it was needed.

I think that this part is whats causing the problem.

 Vector3 playerPosition = transform.position;
 playerPosition.x = playerPosition.x + movement*speed *Time.deltaTime;
 transform.position = playerPosition;
 

I have tried various other scripts using rigibodies but that just causes my character to slowly move downwards and not be able to move side to side.

Please help. Thank you.

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