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Question by kirancyrusken · Jul 18, 2020 at 06:32 AM · unity 2drigidbody2dphysics2dboxcollider2dpolygon collider 2d

Why does poligon collider 2d restricts movement of box collider?

I have a cloud which has a polygon collider 2d attached. Also, I have a player that has a box collider 2d attached. When the player lands on the cloud, at some point during the movement, something is stopping him. he is animating but he does not move.

Below is the image of my colliders Player & cloud with colliders

When I start running the game, he moves left and right. So I figured it is not a code issue. At a point, he is stuck at the above position and he cannot move right but he can move left. I guess the polygon collider is stopping him from free movement. When I go back, he is walking and when the reaches the above position, he cannot move forward.

Is there any workaround for this?

Below is my code:

 public class Player : MonoBehaviour
 {
 
     public float speed = 7f;
     public float maxVelocity = 8f;
 
     private Rigidbody2D rb;
     private Animator anim;
 
 
     void Awake()
     {
         rb = GetComponent<Rigidbody2D>();
         anim = GetComponent<Animator>();
     }
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         MovePlayerUsingKeyboard();   
     }
 
     public void MovePlayerUsingKeyboard()
     {
         float forceX = 0f;
         float velocity = Mathf.Abs(rb.velocity.x);
         Debug.Log("Player Velocity : " + velocity);
 
         float direction = Input.GetAxis("Horizontal");
 
         if (direction < 0)
         {
             if (maxVelocity > velocity)
             {
                 anim.SetBool("Walk", true);
                 forceX = -speed;                
             }
             //Changing the direction the player faces
             Vector3 temp = transform.localScale;
             temp.x = -1.3f;
             transform.localScale = temp;
         }
         else if (direction > 0)
         {
             if (maxVelocity > velocity)
             {
                 anim.SetBool("Walk", true);
                 forceX = speed;
             }
             Vector3 temp = transform.localScale;
             temp.x = 1.3f;
             transform.localScale = temp;
         }
         else
         {
             anim.SetBool("Walk", false);
         }
 
         rb.AddForce(new Vector2(forceX, 0));
     }
 }

Animation flow

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