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Question by zigglr · Oct 04, 2015 at 09:24 PM · c#unity 52d

2D collision not being detected?

I have my player moving through the map with this:

 transform.Translate(xSpeed, ySpeed, 0);

I have added a rigidbody2d with 0 gravity and a box collider to the player. I then added a cube and spread it out across the track, and added a box collider to this and tagged it as "enemy", and the player passes through this as they travel through the map. I have tried this:

 void OnCollisionEnter2D(Collision2D col) 
 {
     if(col.gameObject.CompareTag("enemy"))  
     {
         Debug.Log("Hello");
     }
 }

As well as:

 void OnCollisionEnter2D(Collision2D col) 
 {
     if(col.gameObject.CompareTag("enemy"))  
     {
         Destroy (gameObject);
     }
 }

However nothing happens with either of these. Any ideas would be appreciated. Thanks

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avatar image meat5000 ♦ · Oct 04, 2015 at 09:25 PM 0
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Format your code. Highlight, click 101010.

avatar image zigglr meat5000 ♦ · Oct 04, 2015 at 09:36 PM 0
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Oh sorry, done

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Answer by tanoshimi · Oct 04, 2015 at 09:37 PM

  • Firstly, if you're using 2D physics you need a BoxCollider2D component, not a BoxCollider.

  • Secondly, don't move the object with transform.Translate. This will "teleport" the object and not respect physics collisions. Use Rigidbody2D.MovePosition instead - http://docs.unity3d.com/ScriptReference/Rigidbody2D.MovePosition.html

  • Thirdly, when debugging collision problems, always use Debug.Log to check that the tag of the thing you're colliding with really is "enemy" and not, say, "Enemy"...

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avatar image zigglr · Oct 04, 2015 at 09:55 PM 0
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On that page though it says not recommended for moving large distances... $$anonymous$$y player is constantly moving across the map so should this still be used?

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