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Question by stiq · Sep 24, 2016 at 03:34 PM · collisionrigidbody2d

Rigidbody2D without pushing on collision


TLDR; How to stop movement if two Rigidbodies collides?

Also, here's a potato video of the problem: https://gfycat.com/ComposedArcticBetafish


Say I have three objects in a scene:

  1. Player

  2. Enemy

  3. Rock

The player and enemies is moving freely, but the rock is static. So I attached a Rigidbody2D on player and enemy to move them around with script. All of them has a Box Collider 2D.

Now, if I move into an Enemy, I will start to push it (changing its position). I don't want this. I can set the Enemy's mass to something large, but then two enemies can still push eachother. I don't want this. If I try kinematic solutions I've found, but then they can move through the rock.

I want:

  • Player can not move enemies

  • Enemies can not move players

  • Enemies can not move each other

  • Nothing can move or go through the rock

  • Enemies can not move through player

  • Player can not move through enemies


I keep reading that if I'm moving colliders, I should also use Rigidbodies for performance. But I can't see how I get this to work with Rigidbodies.

How do I set it up?

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