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Question by ScottySR · Dec 03, 2018 at 10:25 AM · collisiontriggertriggerscontactscontact point

Finding contact point in OnTriggerEnter2D?

Is there a way to do this? If the colliders are not triggers they will end up pushing each other around which is not what I want. Another suggestion I've heard is using kinematic rigid body but that doesn't fix the issue entirely.

Here is my current code:

     private void OnTriggerEnter2D(Collider2D other)
     {
         if (other.gameObject.tag == "PlayerDamage")
         {
             int result = ps.attack - def;
 
             if (result <= 0)
             {
                 result = 1;
             }
 
             hp -= result;
 
             print(gameObject.name + " took " + result + " damage");
 
             ContactPoint2D[] contacts = new ContactPoint2D[1];
             other.GetContacts(contacts);
 
             Vector3 effect_pos = contacts[0].normal;
 
             //Vector3 effect_pos = new Vector3(transform.position.x, transform.position.y, transform.position.z);
             Quaternion effect_rot = new Quaternion(0, 0, 0, 0);
 
             if (hp <= 0)
             {
                 Instantiate(death_effect, effect_pos, effect_rot);
                 Destroy(gameObject);
             }
             else
             {
                 Instantiate(damage_effect, effect_pos, effect_rot);
             }
         }
     }
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