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Question by developeration1 · Oct 15, 2019 at 06:47 AM · 2drigidbody2dvelocitycolliderscollision detection

Player with RigidBody2D "bouncing" on EdgeCollider

I have a really wierd problem here, the thing is that I'm making a 2D platform game, and the player has a RigidBody2D and a BoxCollider2D, and then I made a Tilemap for the platforms, however I didn't use a tilemap collider because it gave me some problems with the collisions, so I used an Edge Collider and then adapted it to cover all the superior part of the map, everything worked fine until you get into the final part of the map, the rigidbody's Y velocity starts to go crazy kind of between -2 and 2 and starts to "bounce" really fast. My player haz an animation for jumping and falling, and has a float parameter that is controlled by this Y velocity, if the velocity is positive it plays the animation for jumping, else, if it's negative, plays the falling animation, so that's why it looks like it's bouncing. I don't have any idea of why this is happening, and it starts to bounce just in a section of the map (from 3/4 of the map and forward). I already tried to have multiple colliders at the same gameObject but it's the same result; I could use multiple objects with box colliders but I think it would be too messy, so, does anybody know at least why this happens?

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