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Question by Zealord · Mar 19, 2015 at 12:19 PM · 2dcollisionmovementabsolute

Absolute character movement and collision

Hey guys,

I'm making a really simple Bomberman clone, just for practicing purposes. In it's most basic form it exists of a top-down 2D view of a character walking around in a grid. My problem however is that I want to move characters around and have collisions, but I don't want to use physics. After searching around I heard a lot of solutions but none work for me.

My player movement script just uses transform.translate with a Vector2 for its movement and these are the problems I run into:

  • Whenever the character walks into a wall, the character overlaps with the wall and keeps bouncing back a little.

  • The movement with the arrow keys feels slow, as if you are dragging around the character. Only on very high speed settings this does not occur.

  • Whenever I release the movement key, the character still moves forward for about 0.05 seconds. This might seem marginal but it is not ideal to have characters sliding forward a bit.

Currently, for my player I am using this setup of components:

  • A RigidBody 2D with continious collision detection and a mass of 1. The rest of the options are 0 or false.

  • A circle collider2D.

For the walls and the objects the player shouldn't walk into I use the same set of components I described above.

My ideal situation would look like this:

  • The character will only move when a key is pressed, and immediately stops moving when the key is released.

  • The character does not bounce back and forth when walking into a collision.

My question therefore is: What approach, or combination of approaches, should I use to achieve the aforementioned goals? Any advice would be great and I will supply more information if that is needed!

Thanks!

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avatar image Nymisu · Mar 19, 2015 at 01:04 PM 0
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You're using physics in character movement, which is causing physics simulation where none is needed. Use kinematic rigidbodies ins$$anonymous$$d.

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