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Question by Gadzooks1985 · Sep 05, 2020 at 09:06 AM · 2d gamecollider2dboxcollider2dcollision issues

2D Player sticking to 2D Box Colliders and being unresponsive

I'm attempting to re-create Pac-man. I've given my maze several Box Collider 2Ds to identify the boundaries, my Pac-man has a Rigidbody 2D and a Circle Collider 2D.

The issue I've come across is whenever Pac-man collides with any of the box colliders, he sticks to them and is unable to move; he cannot switch direction or change animations, he just sits unresponsive to any control, not even a flicker.

I've tried changing Body Type and Collision Detection, creating a Physics Material 2D and setting its values to 0 does nothing when added to Pac-man (or the maze when adding a Rigidbody 2D). I cannot seem to find "Min Penetration" in my Project Settings. Changing the colliders on either Game Object, to different types also yields no result.


Thus, I am officially at a loss, so any advice or alternative would be kindly appreciated. Thanks in advance~

My code is as follows (borrowed from this Link):

 using System.Collections;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour {
     public float movementSpeed = 0.4f;  
     Vector2 destination = Vector2.zero;
     
 
     void Start() {
         destination = transform.position;
     }
 
 
     void FixedUpdate() {    // Move closer towards destination
         Vector2 p = Vector2.MoveTowards(transform.position, destination, movementSpeed);
         GetComponent<Rigidbody2D>().MovePosition(p);
 
         // Check for Input while not moving
         if ((Vector2)transform.position == destination) {
             if (Input.GetKey(KeyCode.LeftArrow) && valid(-Vector2.right))
                 destination = (Vector2)transform.position - Vector2.right;
                 
             if (Input.GetKey(KeyCode.RightArrow) && valid(Vector2.right))
                 destination = (Vector2)transform.position + Vector2.right;
 
             if (Input.GetKey(KeyCode.UpArrow) && valid(Vector2.up))
                 destination = (Vector2)transform.position + Vector2.up;
 
             if (Input.GetKey(KeyCode.DownArrow) && valid(-Vector2.up))
                 destination = (Vector2)transform.position - Vector2.up;
 
         }
 
         // Animation parameters
         Vector2 dir = destination - (Vector2)transform.position;
         GetComponent<Animator>().SetFloat("Horizontal", dir.x);
         GetComponent<Animator>().SetFloat("Vertical", dir.y);
     }
 
     
     bool valid(Vector2 dir) {   // Cast Line from Pacman to next to pacman
         Vector2 pos = transform.position;
         RaycastHit2D hit = Physics2D.Linecast(pos + dir, pos);
         return (hit.collider == GetComponent<Collider2D>());
     }
 }
 


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